Roll to Attack by AStrayRae

Roll To Attack
Defeat your enemies by literally rolling dice onto them! Different dice have different abilities.
Controls
Select a dice to roll by hovering it and clicking with your left-mouse-button.
Once selected it will appear in your hand and you'll be able to roll it.
Then hold down left-mouse-button, move your mouse and let go of the left-mouse-button.
Experiment!
Edit: To be clear, you have to hit an enemy with a dice to damage them! The Enemies being the red guys mostly on the left of the screen.
Credits
Me, most of it was streamed over at twitch.tv/astrayrae, with some ideas from chat! Player character art is based on Yozo ( twich.tv/yozora ), go check them out!
Future Work
Man there is so much neat stuff I could do with this...
| Link | https://astrayrae.itch.io/roll-to-attack-ld-56 |
| Link | https://astrayrae.itch.io/roll-to-attack-ld-56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/roll-to-attack |
Ratings
| Overall | 111th | 3.667⭐ | 29🧑⚖️ |
| Fun | 150th | 3.423⭐ | 28🧑⚖️ |
| Innovation | 8th | 4.407⭐ | 29🧑⚖️ |
| Theme | 291th | 2.87⭐ | 29🧑⚖️ |
| Graphics | 150th | 3.611⭐ | 29🧑⚖️ |
| Audio | 182th | 3.12⭐ | 27🧑⚖️ |
| Humor | 228th | 2.563⭐ | 26🧑⚖️ |
| Mood | 257th | 2.923⭐ | 28🧑⚖️ |
| Given | 48🗳️ | 30🗨️ |
Love how the concept came together, feels really unique and original. Would love to see it with other types of dice (d4 through d20) and other effects!
There is in fact a good chance I'll continue work on this.
@khaotom Yeah the aiming thing is actually kind of a problem. I've experimented a bit after the compo and it gets slightly better once you are able to move the camera, but even then hitting is somewhat iffy (and moving the camera has its own problems).
And yeah I'm planning to at least try out an aiming system like peggle or peglin has. Although I can imagine that it might take away from the feeling of rolling dice (which admittedly has a way to go still anyway).
@tetrergeru I was really happy with how the sound turned out! It's using one recorded sound per material that is hit that is then adjusted in volume/pitch based on velocity/some randomness. The biggest problem was actually getting a singular "ding"/"clack"/etc. from a dice instead of multiples of them. Took me quite a bit of manual rolling :sweat_smile:. 1d6 Supremacy!
@scott-redrup Wow doing this with a track-pack seems daunting. Although even with a mouse it's not easy!
@adamg Yeah the aiming is somewhat... dicey. Funnily enough, the original plan was to be even more turn based/tabletop-y with the idea being that the enemies move towards and attack the players. Which in turn would mean that pushing an enemy away would help by itself, even if it didn't do damage. Obviously time constraints nixed that idea.
@mithoskuu Will do! :smile:
@magalek Yeah dropping is kind of overpowered :sweat_smile: I've got some ideas on how to fix that, but all the "solutions" so far also have some drawbacks. E.g. I could restrict from where you can start a roll (e.g. only around your player chars), but that makes the actual rolling somewhat less satisfying. I could also just "disallow" dropping, but that feels also kinda off. Oh well, I will find a solution somehow :smile:
I find it hard to aim, though. For sake of fairness I think the DM should have to throw dice as well. The monsters seemingly hit every time!
The graphics are well done, I like the dm screen :)
@bentglasstube Thank you! Yeah ngl, the game as is is really hard. I have maybe a 50% winrate and I have played the game for quite a while for testing after all. Hopefully I'll be able to balance it a bit more fairly in the future (better aiming, some roguelike elements, more player hp, dice unlocks, etc. should hopefully help).