Rolling Over It by DanyVk
This game is
for those players
who want to play
a difficult game
to feel the satisfaction
of reaching the end.

Would you like to play?
The premise of the game is simple: A 6-sided die that becomes a ball when it's least convenient for you in your platforming mission.
Rolling Over It isn't difficult to control, you just need to use your mouse to play.
I hope you enjoy it!
Ratings
| Overall | 803th | 3.316⭐ | 51🧑⚖️ |
| Fun | 674th | 3.306⭐ | 51🧑⚖️ |
| Innovation | 585th | 3.337⭐ | 51🧑⚖️ |
| Theme | 1124th | 2.051⭐ | 51🧑⚖️ |
| Graphics | 843th | 3.071⭐ | 51🧑⚖️ |
| Humor | 835th | 2.276⭐ | 40🧑⚖️ |
| Mood | 950th | 2.909⭐ | 46🧑⚖️ |
| Given | 52🗳️ | 22🗨️ |
Very liked the innovative concept with the dice, this turns a platformer into a planning game with a twist.
Not sure it fits the theme, but it is a great concept and great execution
Overall I like the idea, from my perspective with some accessibility features it might be really unique game. Something like slow-mo and trajectory prediction.
For the design, did you consider making the dice revert back to 6 after landing? I found myself using lower power vertical hits to re-roll a 6 quite often
I though the dice was rolling random at first, but it was just counting down from 6 to 1 (so you are limited in the space you can cover until it burns out).
Good job with the level design, altough it was super hard to reach those small platforms, because the dice is locked when it touches the ground, and then just bounces off the platform.
I feel like a lot of the difficulty comes from not the actual physics puzzle, but the (intentionally?) obtuse controls. I feel like if there were a setting for swapping the force curve (the closer to the dice, the lower the force), it would make it a lot more enjoyable. Currently a single pixel difference in the mouse positioning makes a huge difference in trajectory, and it so it is very hard to change direction mid-flight.
Also, as others have mentioned, you can just revert to a 6 when you land. The player has the option of doing so with extremely small steps, and there is no disadvantage to doing so. The only place I see this making a difference is if the player lands on a 1 on a slanted platform. Maybe you could make it so that after a second or so the number goes back to 6?
I liked how colliding with a wall makes you unable to control the dice though. It led to some tense moments where I knew I was at the mercy of the physics engine. 😆
@kinami , I'll also do a couple of tests by changing the direction of the force. Thanks for the feedback!
On the other hand, @jk5000 , I really encourage you to try it again. I know it's not an easy game to control but the difficulty in its controls is completely intentional. I've tried to focus on increasing the feeling of satisfaction as much as possible by gradually becoming better at the controls. Anyway, thanks for playing!
Thanks for playing dude!
With some polish and graphics it could turn into a proper game i'd play on stream. Congrats !
- it's a bit of a nerve breaker :D (yes, I noticed you say it's on purpose)... buuut why Not add an ability for a bit easier control? E.g. a time-slow-for-a-sec button? Or sth like this? For example / first thing that came to my mind
- e.g. with one more mechanic you could make for even greater gameplay while allowing those who don't want it to still use the hardcore one But allow others to make use of some additional skill (for example)
- initially I didn't understand how to move - at all - I though I had to click inside of the circle (fine) .. but it turns out you move via clicking only onto the dice - am I wrong? - a very small tutorial sentence somewhere would fix that : ))) (and you would get more players :P )
But I want to mention something:
a) The circle is hardly noticeable
b) It feels like we should move much more in the center of the circle for some reason
c) It would be very nice of you to render approximate trajectory as we move our mouse!
d) Have you thought of swapping controls? It seems more logical and intuitive for me to force to be more the bigger the distance from the cube and not otherwise.
Other than that, great job!
Thank you very much for playing and for taking the time to write a comment, your feedback is very useful for me :)
Thank you.
The idea of which way to implement the strikes is really up to how frustrating you want it to be. But rather than changing where to strike it I think it might be better to give some indication of how strong the strike is. Having a circle under the tool tip that gets bigger and smaller depending on how much force is applied might be enough to help players figure out the mechanics. I think it is less important where you strike than what kind of feedback you give the player to help them figure out the mechanics.
Thank you for playing :)

It's very creative, switching between square and round platform jumping. In fact, circles aren't always so bad, sometimes they're more stable on flat ground. That's interesting.
So, here it is:

You've got a bit of an up-vote from me this time. Because this time I FELT the fun!
So, a few more thoughts:
1) be **SURE** - some players will immediately quit the game due to several confusions occurring in the beginning :/ - one is the already-mentioned fact (that for some) it makes more sense to have the applied force-to-distance-from-center reversed
But I realized something more important: *until I did not realize that this is a shooter-precision game* I could not go anywhere! What do I mean??? **I realized I should not move my mouse too much!** But only adjust it .
**How to retain players: make a short 2-3 step tutorial** of them getting over a few platforms. **Explain** this thing about the precision in a clear way - then no one will be rage-quitting after 5 seconds of play. Logic is the following - if the game *starts too hard* (or is immediately seen as *impossible even for simple baby steps*, which may be misguided - it is unless player knows what I mentioned) the game will get immediately dismissed. You don't want this.
Note to myself too: simple / stupid tutorial for the basic stuff that we (experienced) players do by heart - that's what will save the day. ;)
NB: The game was actually pretty easy - ones you get the hang of it - 1) I never used full power - but medium, to do the precision landings 2) then if I had to jump over stuff, I used full power 3) I never moved my mouse too much (after positioning it for *shooting* when I have a *target platform* 4) I usually clicked with an interval of at least ~0.5s for the precision jumps / that's it
Right now I'm just keeping up with the development of the game. I've tried several improvements, among them, every time the die drops it goes back to number 6 and it feels MUCH better.
I agree that the game has a very hard first contact. Being a Jam I didn't have time to do a proper tutorial :( I know that many players don't reach the first minute of play and that's a problem.
Also, the game feels great on mobile. I've tried it and it's even more addictive. I just want to say thank you very much for your feedback and as soon as I have a major update of the game I'll let you know!
PS: I beat it in 180 hits hehe.
Somehow I missed your last msg...
I really enjoy the feedback-ing part of LD. It is *super powerful* and a lot of ideas come straight "from the lab". Because this is a lab! One big lab : ))))
I get ideas, I see ideas, I share ideas. And enjoy when people do the same for my games (I did get some amazing feedback revealing a few serious problems with how my game *is* played, which I would forever been oblivious to xD .. if it wasn't for LD!). Trying to do the same for people!
GL, you have an amazing game with the potential to become even more amazing :p
PS: HAAaa - 180 hits looks insane XD
But I'd suggest a quick tutorial at the beginning to show off the core mechanics and teach players how to play the game. Because it did take me a while to figure out how to move the dice properly, and to understand what the numbers on the dice are represented for. But once I got a hang of it, it was really fun and engaging to be honest, good job!
I really like the transformation of the dice into a ball after the numbers ran out, it actually made the player plan the move first before executing or the ball would catch them off guard. But one thing that bothered me was the angular drag of the dice in its cube form, I think increasing it just a little bit would have been nice since it was able to "roll" down the slopes quite easily, and you have no idea how irritating I was when that happened, I just wished it would stop rolling and let me take control but it didn't and fell all the way down to the bottom of the level.
Overall, great entry with a really well implemented idea, definitely hits me in the innovation aspect! Though I'm not sure if it goes well with the current theme, but I highly appreciate the efforts and dedications you put into it, well done!
Thanks to the feedback I receive from players like you I'm fixing a lot of issues in the game and adding a lot of improvements. I hope to upload an update soon on this page as a sign of gratefulness. Cheers!
The mechanics are very cool ! Congratulations for all the work done
The minimalist style works very well!
An easy mode would be welcome,
I will see the game on mobile a lot, it would work so well!
Well done again!