Very good feeling playing this game, and it's also very addictive.
I found a bug when rolling the dice: once, after rolling the dice, for some reason, the game didn't allow me to take any actions afterward. It was probably due to a very specific position one of the dice ended up in, which caused the game to get stuck in the dice-rolling state.
This game was very fun. It feels so nice to play I got caught up in playing. I found the game compelling and the gameplay loop kept me playing until I beat it. Wonderful work!
awesome game man, especially for a jam. super polished and the balance i think is actually pretty spot on. ive never played slice and dice, not sure how similar it is, but i love this formula for a game. the combining of dice into new powers and abilities is really smart, and opens up for a lot of replayability.
its only because its so good and feels so polished that the bugs felt like an issue. entirely a compliment (its a game jam, of course there will be bugs, but because i was so wrapped up in the gameplay and the strategy, i actually cared about the bugs, thats how good the game is). anyway, theres a bug with rerolling dice on your final reroll. sometimes, it won't let you select your die and use it, but still gives the "unused dice" warning. not sure whats happening, but it made juggler runs kind of unusable since the problem cropped up with rerolling more often than not.
phenomenal entry, really impressed with everything. looking forward to your entry in the next jam! :)
Thanks for the feedback! I'll try to fix all the bugs people are finding after the jam. If you decide to play again, you can turn off the end turn warning in the options, maybe that will help for now
I beat the game on my second run on normal difficulty. Experienced a few bugs here and there, such as:
Dice can't be played (sometimes happened for two dies in the same turn - and no, they were not caltrops!).
A dice sprite got stuck in the middle of the screen midway through the playthrough, and just stayed there until the very end. Wasn't clickable or making anything unclickable - just a small visual annoyance.
Other than that, this was absolutely fantastic. I'll probably play it again on other difficulties and using different builds - overall, really really well made, once again! Great job!
This is as INCREDIBLE jam entry - what an amazing concept and execution. The mechanics go so much deeper than I'd have expected, with classes evolving twice in various combinations and so many status effects and attacks. Everything works very smoothly, and the feedback on every button and menu is just incredibly polished and feels so good.
The rogue-lite take on this works really well, I got really excited to do my upgrade combos and get new dice added. Every upgrade feels like it makes a genuine difference and I feel like I could make decisions and play specific build if I played again, and it's great to have that level of player strategizing.
I really hope you keep working on this, so I'll leave what feedback I have, though none of it detracts from the game to a degree that would make it any less than a winning contender for sure.
I'm sure a lot of this might be on your list to fix already if given a chance.
- There should be a way for dice to not land in the same position, as when they overlap they're hard to read and click.
- with the later classes, the dice are so dark that it becomes harder to see when they are already used up, or if they have an action I can take. I'd like a bit more readability on those, because it got a little frustrating to click around a bit aimlessly. I know there's icons for it too but the easier to read it at a glance, the better I think. Maybe you can highlight them in another way to clarify what is and isn't available to be activated.
- Because the mechanics ultimately repeat quite a bit, I think I'd like a way to skip through some of the steps a little bit quicker. For example, I'd like to skip to the next turn without being asked if I'm sure all the time. I'm also not sure that I love having to drag every self-applying effect onto my character when that's the only target for it (like heals, blocks). Maybe just activating them with a click could apply the effect, just to make it feel a bit quicker and smoother.
- I missed at first that the dice could be combined into new classes - I do think the tutorial explains this but I didn't quite get it, I wonder if there's a way to demonstrate this more clearly. I was very pleasantly surprised when I figured it out though.
- My game did _nearly_ crash a few times, I think this happened everytime a particle effect was loaded in, like the poison or fire. The screen froze for a while, and unfortuantely quite early on, so some people might click away at that point. I have this problem in my own games, and, just in case it's any help, I've recently learnt that it's worth having a resource that loads all the one-shot particle effects at game start, creates each of them once, and destroys them on finish, so that they're all fully initialized and don't have to load up when they're summoned in game. That might fix it!
Color coding the classes was very difficult (because I kept running out of colors from my usual palette), but I'll be sure to brighten up the darker ones.
For the dice overlapping, you can toggle "sort dice after rolling" in the options.
Thanks for the tip about the particle effects too. I'll add that later to improve web performance.
Oh amazing, you thought of everything! :D You know what you're doing obviously, I should have checked out your other games before, I was a big fan of your entry to the last wild jam too!
Thanks! If you have the time, my darling is my first ever game Hotdogday. It's not as flashy and polished as the other ones, but I put a lot of myself into it
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Very good feeling playing this game, and it's also very addictive.
I found a bug when rolling the dice: once, after rolling the dice, for some reason, the game didn't allow me to take any actions afterward. It was probably due to a very specific position one of the dice ended up in, which caused the game to get stuck in the dice-rolling state.
I'll look into it, thanks for the feedback
This game was very fun. It feels so nice to play I got caught up in playing. I found the game compelling and the gameplay loop kept me playing until I beat it. Wonderful work!
awesome game man, especially for a jam. super polished and the balance i think is actually pretty spot on. ive never played slice and dice, not sure how similar it is, but i love this formula for a game. the combining of dice into new powers and abilities is really smart, and opens up for a lot of replayability.
its only because its so good and feels so polished that the bugs felt like an issue. entirely a compliment (its a game jam, of course there will be bugs, but because i was so wrapped up in the gameplay and the strategy, i actually cared about the bugs, thats how good the game is). anyway, theres a bug with rerolling dice on your final reroll. sometimes, it won't let you select your die and use it, but still gives the "unused dice" warning. not sure whats happening, but it made juggler runs kind of unusable since the problem cropped up with rerolling more often than not.
phenomenal entry, really impressed with everything. looking forward to your entry in the next jam! :)
Thanks for the feedback!
I'll try to fix all the bugs people are finding after the jam. If you decide to play again, you can turn off the end turn warning in the options, maybe that will help for now
Once again, absolutely fantastic game!
I beat the game on my second run on normal difficulty. Experienced a few bugs here and there, such as:
Other than that, this was absolutely fantastic. I'll probably play it again on other difficulties and using different builds - overall, really really well made, once again! Great job!
Hey! Thanks for playing and for the feedback :)
The dice not leaving was probably in the slime encounter. I'll fix these bugs after the jam ends
Really great game.
Thanks!
This is really polished!! I had fun.
Glad to hear it :)
This is as INCREDIBLE jam entry - what an amazing concept and execution. The mechanics go so much deeper than I'd have expected, with classes evolving twice in various combinations and so many status effects and attacks. Everything works very smoothly, and the feedback on every button and menu is just incredibly polished and feels so good.
The rogue-lite take on this works really well, I got really excited to do my upgrade combos and get new dice added. Every upgrade feels like it makes a genuine difference and I feel like I could make decisions and play specific build if I played again, and it's great to have that level of player strategizing.
I really hope you keep working on this, so I'll leave what feedback I have, though none of it detracts from the game to a degree that would make it any less than a winning contender for sure.
I'm sure a lot of this might be on your list to fix already if given a chance.
- There should be a way for dice to not land in the same position, as when they overlap they're hard to read and click.
- with the later classes, the dice are so dark that it becomes harder to see when they are already used up, or if they have an action I can take. I'd like a bit more readability on those, because it got a little frustrating to click around a bit aimlessly. I know there's icons for it too but the easier to read it at a glance, the better I think. Maybe you can highlight them in another way to clarify what is and isn't available to be activated.
- Because the mechanics ultimately repeat quite a bit, I think I'd like a way to skip through some of the steps a little bit quicker. For example, I'd like to skip to the next turn without being asked if I'm sure all the time. I'm also not sure that I love having to drag every self-applying effect onto my character when that's the only target for it (like heals, blocks). Maybe just activating them with a click could apply the effect, just to make it feel a bit quicker and smoother.
- I missed at first that the dice could be combined into new classes - I do think the tutorial explains this but I didn't quite get it, I wonder if there's a way to demonstrate this more clearly. I was very pleasantly surprised when I figured it out though.
- My game did _nearly_ crash a few times, I think this happened everytime a particle effect was loaded in, like the poison or fire. The screen froze for a while, and unfortuantely quite early on, so some people might click away at that point. I have this problem in my own games, and, just in case it's any help, I've recently learnt that it's worth having a resource that loads all the one-shot particle effects at game start, creates each of them once, and destroys them on finish, so that they're all fully initialized and don't have to load up when they're summoned in game. That might fix it!
Best of luck in the rating, wonderful entry.
Hey! I'll take some time to write a proper reply, but you can toggle off tutorials and those confirmation menus in the options.
Oh, great to know, amazing inclusion! :D It was only a slight bother in the end!
Hey, thanks for the detailed feedback!
Color coding the classes was very difficult (because I kept running out of colors from my usual palette), but I'll be sure to brighten up the darker ones.
For the dice overlapping, you can toggle "sort dice after rolling" in the options.
Thanks for the tip about the particle effects too. I'll add that later to improve web performance.
Oh amazing, you thought of everything! :D You know what you're doing obviously, I should have checked out your other games before, I was a big fan of your entry to the last wild jam too!
Thanks! If you have the time, my darling is my first ever game Hotdogday. It's not as flashy and polished as the other ones, but I put a lot of myself into it
Seemed neat, but the game crashed when poisoning an enemy
Probably a browser issue, unfortunately. You can try one of the executables if you want to give it a 2nd go. If it crashes again, let me know
Seems you were right. Beat the game after downloading; it was quite fun.
Great! Thanks for giving it a 2nd try :)
Really interesting concept!