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Hell Dice's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of the Limitation | #32 | 3.000 | 3.000 |
| Enjoyment | #41 | 2.231 | 2.231 |
| Overall | #46 | 2.462 | 2.462 |
| Concept | #46 | 2.538 | 2.538 |
| Presentation | #50 | 2.077 | 2.077 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
https://0xstackeds0ul.itch.io/ https://filexzz.itch.io/
Software used
Blender, Substance Painter, Unity
Use of the limitation
We made it so, that player is required to spin the dice to get the twisted buffs from the dice, each number of dice has its own ability to affect the game and player. If player resists using the dice power, it will drain his health slowly, until player spins the dice
Cookies eaten
3 gingerbreads
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Comments
Hi! It's my time to share some feedback on the game:
Enemy spawns: Enemies often appear behind the player without any visual or audio cues, which feels unfair — especially since there’s no sound at all yet. Adding basic sound effects or some visual warning could help a lot.
Dice mechanic: The idea of having to roll dice every few seconds is interesting, but it could use a clearer visual cue — for example, a red screen edge or a “pressure” effect starting a second or two before the drain begins.
Dice effects: Some of the special effects (like ninja enemies, glass cannon, etc.) weren’t really noticeable in gameplay. Only the double-shot effect felt clear and impactful.
Controls and movement: Movement feels too fast for such small, closed spaces. Either slower movement or larger, more open levels would make it easier to control.
Wall-jump mechanic: The wall-clinging/jumping feature works fine technically, but current level design doesn’t really use it. It would shine more in levels where it’s actually needed to survive or reach higher ground. Also, it doesn’t work well with flying enemies — there’s no real reason to climb walls when they can hit you anyway.
Sound: Needs at least basic audio feedback — footsteps, hits, shots, or ambient sounds. Right now, the silence makes gameplay feel empty and confusing.
Boss: Not sure if there’s a boss or not — if it’s there, it wasn’t obvious.
Concept and lore: The core idea is interesting but could use a bit more context or world-building. Why do cubes drain your health? What’s the setting or motivation? Some light narrative or visual hints could make it more coherent.
Overall, the jam limitation idea (“roll the dice”) is interpreted in a creative way, but several systems could use polish and stronger visual/audio feedback to make the experience more engaging and readable.
Really nice concept (I love doom!), too bad you guys couldn't put in everything you wanted. A fun game anyways and surely has a lot of potential to explore!
Honestly, i really liked animations and art style, as an ultrakill player i find your movement system overall more enjoyable than the game you took inspiration from(especially rolling mechanic). I didn't like the fact that you can just rool through the level without having to fire once, and you should just remove wallrun, right now it is annoying as hell
we know that wallrun might be annoying, cuz of the room size, but originally rooms were supposed to be bigger like 3 times more. We didnt have time to finish or test it, so enemies and abilities are designed for big rooms. Sorry for the terrible experience this game may gave to you, it was very rushed project. Hopefully we will finish it and adress all of the issues, once the jam is over.
I don't think I fully understand how to use the dice. However, I think the map generation feature is a great mechanic. This game has a lot of potential. Congratulations!
Dice is a gene that grants power ups and twists to them, if not use the dice you will be consumed by the dice, which will make your health drain
The idea of introducing a random variable through dice in a Doom-like game is really good. I’m not sure whether you plan to continue developing this project or use the concept in another one, but it truly has a lot of potential—definitely more than just for a 72-hour game jam ! Keep up the great work !
Thanks! Although it was even less than 30~ hours haha! We had a lot of technical issues, that just hold us back. We glad you liked it, and we do plan to at least add everything we wanted.
This game isn't that great. But my partner loved playing it. (He liked it, not me.)
Thanks for the review! Im also dissappointed in the product, but this is how it is now. We had no time to finish it, and its very rushed project.
Yea, I get it, time was ticking! Best of luck with the game's future.