based-on-life 2025-04-08 12:59
This is a really cool idea for a game in general. I could honestly see this idea being expanded into a full CRPG. Took me a second to understand the mechanics but overall really great submission!
Foon → Ludum Dare Explorer → LD57 → Treasurefall
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 625 | 3.28 | 23 | |
| Fun | 359 | 3.47 | 23 | |
| Innovation | 318 | 3.45 | 23 | |
| Theme | 668 | 3.21 | 23 | |
| Graphics | 741 | 2.76 | 23 | |
| Audio | 1 | |||
| Humor | 401 | 2.89 | 21 | |
| Mood | 807 | 2.75 | 22 |
This is a really cool idea for a game in general. I could honestly see this idea being expanded into a full CRPG. Took me a second to understand the mechanics but overall really great submission!
I love the effect when opening a door and the level falling into place, feels nice! By the end, I felt wonderfully powerful with almost a full set of prime dice. I didn't feel like the triple-whammy was particularly useful (seemed like it almost always would have been overkill, or I just didn't have enough dice to make it different than pounces). Something like a ranged attack (would probably have to do half damage, or lowest-die's damage or something more complex...) would have maybe been more interesting, and gave me something useful to do when I just have 1 die left and am not standing next to an enemy. I managed to recover the treasure, and had fun doing it, nice job!
@jimbly totally agree. So I don't like the triple-whammy myself either, but it was inexpensive dev-wise and my first attempt at a range aoe attack (fireball) didn't work and it was already late monday night... I had originally designed the enemies with 20hp and only giving 3 coins per rabbit. then the triple-whammy had more use placing 3 of a kind of a low value or even a pair and odd third dice. The game was rather hard on those settings and i got scared and changed the difficulty quite drastically and now it was almost too casual, i think.
Yeah, it did feel maybe a little casual, although I did lose a few dice in the middle. It seems like a little bad luck could easily snowball, so perhaps it was just about the right difficulty for a jam game =). By the end I was overpowered (but that was fun), although I realized my dice had a higher chance of being lost once I only had Prime dice, which made it feel scarier =).
Nice mechanics, I loved figuring it out and then utilizing them to OBLITERATE cute furry bunnies. It's a shame that it's a silent game, though it still plays well and it's more than understandable for a jam game. Loved the exploration part when you open new rooms.
Fun game. Could use some more interesting enemies and ability upgrades though ;P
Fun and well exectued :smile: I would like some musics or sounds effect but next time :wink: Nice entry, good work!
Solid base for a game. The feedback for hitting things was implemented, although there was no sound.
I like the sprite of the main character and the bunnies. Showing the movement path on the floor was a good feature. The "walking" animation is cute.
More enemy variety would add depth and tactics to the gameplay and therefore more variety.
The addition of a shop with upgrades was a good addition to the game. :)
Nothing stands between a role-player and his lucky d20 :sweat_smile: Had fun with the game. I wish there were more actions to utilize multiplier combos with (and The One dice), or an ability to buy some new actions. I ended up buying the whole hand of prime dice, and that strategy worked quite well for me :slight_smile:
Having the dice be your health, attack and movement is really clever. I liked this a lot.
Interesting mechanic, very fun to play once I got the hang of it. Good job!
A really solid base you've built here! The core mechanics remind me a bit of Spellrogue or Dicey Dungeons, both of which are excellent games. The shop is an unexpected and nice touch, with the atypical dice giving this its own unique flavor above and beyond what those other mentioned games have available. It succeeds at drawing me in and makes me want to try again to finally get a broken set of dice.
Really great work with UI and animations--especially considering how brief these jams are!
I like this game a lot, great game
Wow isn`t it a turn-based strategy with DND elements :)
Crazy stuff, cool mechanics in general. The combat and dice is quite unique. The only thing really missing from this entry is some polish. There is also an unfortunate bug where if you grab a dice that has been placed in a slot and then let go of it it disappears and the game is stuck. I managed to soft-locked myself like this twice before i realized what was happening (only happens when in full screen might be related to having a large monitor?). Great entry though!
Screenshot 2025-04-21 234347.png
Really did like the entry! Big fan of dice games in general, so your game was really nice! Apparently, you cann sell the display-dice in the shop as well? Not that I needed the money though lol.
Liked the differend dice, but would have liked a little sign with further information, just to have that information compact at hand.
Nice game overall, great job!
Interesting mechanics! Not sure why I am killing the bunnies. ;) After a while it felt a bit tedious to use quite a few mouse actions to just walk a few tiles. I enjoyed that I could buy new dice Buying new dice! :game_die: At some point it seemed I lost a die while dragging, and I couldn't proceed in the room. :(
That was fun! And funny.
I think the only bug (I assume) I ran into was whenever I had to select a die to roll some number lest it break, the number shown almost never matched the number it said it had to be even if it didn't break. Not a biggie!
I thought I'd got softlocked for a moment when I checked off an action and nothing happened, but then I figured out that I had multiple enemies in range and had to pick one. 😅 The box went green of course, but a prompt would've been helpful too.
Other than that, smooth sailing! Enjoyed the dialogue from the treasure hunter as well as the bunnies. Not sure what they'd done to deserve annihilation but I played along! And I was rewarded with a wonderful treasure.
Short and sweet which is nice for an LD game. I do wonder what mechanical depths I'd've also discovered had it went on for longer; I was just figuring out some strategies as to what actions to pick as it ended. I'm not sure what the differences were between some of the dice tho.
I enjoyed all the funny animations and so on. A lot of time went into making all the mechanics work making transitions between all of the stages, I imagine.
Some jank, but very charming and it'd be very interesting to explore more of these mechanics in a longer version! :)
Thanks everyone for the comments, I've been awol doing another jam.
@lllarso I totally agree across the board. Thanks for the detailed feedback!
@annie-owl yeah I had a list of actions I wanted to include, in particular some ranged or reaction actions. But alas, time is short in LD.
@breadstick I didn't actually design the game about getting such a broken dice set as the player get towards the end, it was more an happy accident from not having time to balance and add more enemy variation. But you are probably very correct in that the aim in a fuller version should probably be that the player at intervals gets a fully broken set of dice.
@mechanicallife yeah that bug I didn't know of but someone managed also to use the same die several times in various actions by just slotting it around. Totally forgot to lock them dice after you activate the action.
@chuchugeralt you can sell the dice shop dice? :laughing: I should really have realized that. And agree that all of the sides of each die should have been listed in the shop and also when you decide which die to defend yourself with.
@papaver I wanted the player to question the actions they were giving to the character and feel a big guilty, this is why the bunnies get slaughtered. :laughing:
@ava-skoog So glad you found it fun. Fun has always been my weakest category on LD! I've not gotten around to play your game yet, I'll try to make it, I promise. Interesting that it showed the wrong numbers, I had such persistent bugs about the whole rolling of dice that I ended up not actually rolling them but apparently that wasn't enough... Agree that there should have been a prompt when the attack doesn't play out automatically. It was a rather late addition to have them attack automatically so didn't really think of how it would be for players who had never seen the manual mode. The door was actually relatively simple, I had just learnt about how you can fragment a mesh in blender and then I just had a solid and a fractured version and put rigidbodies on the fragment with an explosive force centered on the player when they break through. Getting the camera into decent positions and the dice and room visible (the dice are in normal world space in front of the camera... bad choice) that was the most annoying bit!