Controls 

 Left click: Fire selected weapon. 

 Right click: Pull the player character towards the cursor.

Health Bar: The dice colour (changeable in settings)

About

A physics-based shooter which was produced within 48 hours for the GMTK 2022 game jam. Roll around as a d6, with mouse-controlled movement, blasting through casino cards and chips. The player is armed to the teeth and must roll themselves to determine which weapon is activated. Each face on the player's dice corresponds to a powerful weapon which will send you flying backwards. 

Theme

Mango Mob decided early on to model the player as a d6 and had multiple iterations, such as changing the camera and game setting. We originally had an orthographic toybox idea which changed due to internal feedback.

Dice Face Weapons

Magnum (High Damage, Single Shot)

Double Barrel Shotgun (Low Damage,  Wide Spread, A lot of bullets)

Burst Gun (Low Damage, Triple Shot)

Boxing Box (Melee Range, Heal, 1 hit KO)

Cluster Grenade Launcher (Wide Spread, AOE)

Rail Gun (Piercing, High Damage)

Enemies

Enemies

  • Cards: Melee enemies who focus on trapping the player.
  • Chips: Ranged enemies who focus on hitting a slow player.

Team

Credits

Main menu music by: LIBRE KOPYA No Copyright 

Game music by: Silverman Sound Studios 

Sound effects by Freesound.com and ZapSplat.com

StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorsMango Mob, CorrosiveKnifer, dk23k
GenreAction
TagsDice, Game Maker's Toolkit Jam, Mouse only, Physics, rng

Comments

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(+1)

I feel like the weapon did not come out quick enugh because there where often situations where i could not do anything.

This is a fantastic game! really liked the casino style, the mecanics, the music,... everything!

There is one thing tho... the font is a bit simple don't you think?

Apart from that, great work!

(+1)

Thank you for playing! Our font choice was rather last second with timezone difference haha.

Wow! Really interesting concept! I like the idea that the top side of the dice determines what weapon I can use. The weapon recoil is fun. Shooting a laser and seeing myself get yeeted to the other side never gets old. Melee enemies are the biggest challenge. I often find myself getting cornered by them. They add a new layer of decision-making since they impose a larger threat to players. But getting trapped without a way to fight back can be frustrating.

Maybe 1 or 2 seconds of I-frame after getting hit (changing collision profile to something that ignores enemy collision)? For a physics-based game, this is probably not the best idea. And it will be weird seeing players passing through enemies. Another idea is to change melee enemies to short-ranged ranged enemies (like a shotgunner). Poker cards have a unique bending melee attack. Maybe instead of melee, it generates a gust of wind at its "stomach" that propel players? Adding a longer cooldown to melee attacks may also help. While in cd, the card will stand still instead of moving toward the player.

Thank you for playing and the sweet suggestions 😀. I feel like I-frames and some melee enemy mixup was what we were missing.