{"id":1928,"edition":10,"categories":19,"features":0,"size":9751,"name":"Bye Roll!","authors":[{"name":"Michael Primo","url":"https://michaelprimo.it","twitter":"MPMintis","login":"michaelprimo","gh":10359577}],"description":"

Bye Roll! Is a puzzle platformer game where you use deaths as ways to progress in five short, but fun levels.

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Your character is a treasure hunter who changed because of the artifact called “Bye Roll!” and became immortal.

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Your mission is to find other treasures with your power, dying for changing skills: always jumping (automatically)\nor always flying (automatically).\nEvery form is different than the other and you need to know them well if you want to escape.\nFailure is progress here.

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DESKTOP:

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Dpad for moving the character (left and right button).\nTouch or Hold the left or right side of the screen or the bottom arrows for doing the same.

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MOBILE:

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Touch or Hold the arrows or the sides of the screen where you want to move.

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WEB MONETIZATION:

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With Coil active, every time you die, it happens something to the game…

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There are hidden modes chosen randomly by the “Bye Roll” everytime you die:

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  1. Normal Mode (nothing happens);
  2. \n
  3. Mirror Mode (the level flips and is everything specular);
  4. \n
  5. Scrambled Mode (more blocks appears and disappears randomly);
  6. \n
  7. Easy Mode (many spikes disappears from the levels);
  8. \n
  9. Deceptive Mode (Certain blocks change aspect and are not tangible anymore, spikes looks like checks and viceversa);
  10. \n
  11. Creative Mode (every time you land in a block, the graphics of it changes).
  12. \n
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Have fun!

\n","source":"michaelprimo/Bye-Roll","stars":2,"comments":[{"at":315658328,"author":"Ryan Tyler","login":"tyler6699","gh":50468,"url":"https://carelesslabs.co.uk","text":"

Enjoyed playing, simple concept well made.

\n","games":["Soul Jumper"]},{"at":315696348,"author":"John Edvard","login":"johnedvard","gh":656024,"url":"https://reitgames.com","twitter":"ReitGames","text":"

Cute animations, and I like that the game forces you to die, because it fits the theme really well that way. I wasn’t sure if the dice roll was random or not, but it seemed to alternate between two to three options per level. I’m not sure if that’s true, but it felt like it. Maybe I was just “lucky”. I would love to see even more levels. Good job

\n","games":["Hang by a thread"]},{"at":315807748,"author":"Mark Vasilkov","login":"mvasilkov","gh":140257,"url":"https://mvasilkov.animuchan.net","twitter":"mvasilkov","text":"

It’s a solid little platformer, I like the tasteful minimalism. The character constantly jumping is an interesting mechanic, I’d like to see it explored in more ways (already this gives me ideas for the next game jam…)

\n","games":["The Neatness"]},{"at":315830647,"author":"Richard Chung","login":"gregwoodsfrontier","gh":80141657,"text":"

I got stuck on a certain Level and cannot get out. I think I bye-rolled a 3. Beware thAt radomization can make the game unproceedable.\nOtherwise art is consistent. Each roll you need to make the player to be able to proceed.

\n","games":["Echoes of Depth"]},{"at":315952644,"author":"Chui Hin Wah","login":"vicksonzero","gh":6271771,"url":"https://dickson.md","text":"

Fun little platformer.\nThe collision is done quite well, no visible bugs playing with it.

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The character auto-bouncing removes the need to press a jump button, so it is quite clever.

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Level aesthetics is also quite interesting. Gives me some baba-is-you scribble feels.

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I can see from the description that you want to make dying=progress. It is a good idea, but the implementation doesn’t work.\nUnder this theme, dying into new gameplay is interesting, however dying is still dying in this game (still connected to failure). Other dying puzzle games actually disconnected dying from failure, and that’s how they made dying become progress. They assigned failure to something else.

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So in this game i would try to make every style at least playable to make it look fair. It can be extremely difficult in some styles, but if the player can see that it is possible, i think it is fine. And then failure continues to be associated to the same “failure” concept, and the player simply retires in another form, sometimes more suitable with the level design, sometimes harder. I agree that playing with each form’s strength and weakness is a fun exploration, both for the puzzle maker and for the player. I look forward to seeing this idea be explored again.

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Lastly, the physics make it so that i stay at the highest point (+2 blocks) for too little time to maneuver. Increasing the air time a bit would help control more. One way i can think of, is to increase the jump height from 2 to 2.3 of 2.5 blocks

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And there is a softlock in a level, i can’t progress, nor is there some spikes to let me die into another form, i had to restart the whole game, but managed to clear the game till the end the 2nd time.

\n","games":["Spectral-Shooter"]},{"at":316000214,"author":"Jasper Renow-Clarke","login":"picosonic","gh":26137750,"twitter":"femtosonic","text":"

I liked the concept of this game and the way you’re changed by death.

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This game didn’t detect monetization correctly. I did have it enabled and when I checked in the inspector whilst the game was running it correctly showed as “started”.

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I had a quick look at the git repo to see if I could see the issue with detection of monetization, but you appear to have only the minified roadroller code on there.

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Between levels when playing on desktop you had to switch to mouse to continue - which felt a bit disconnected.

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Some sound would be nice.

\n","games":["Bee Kind"]},{"at":316707340,"author":"João Lopes","login":"lopis","gh":2715751,"url":"www.jlopes.dev","text":"

Really fun game. I wasn’t that good an died 16 times. But I like that dying is of no consequence in the game.\nI love the jiggling graphics you’ve got going on. The puzzle were interesting and left me wanting more.\nGreat controls, but wish I could press space to continue instead of clicking.

\n","games":["Planet B"]},{"typ":2,"at":316960614,"author":"Nathan Lie","login":"njlie","gh":20246798,"url":"https://coil.com","twitter":"feraltc","text":"

Good game ideas that were either somewhat obtuse in their description (for example, flying-only “blue” blocks are orange) or could be explored more deeply. I liked that the theme was directly integrated into the gameplay, and it would be fun to explore ways to make that mechanic more strategically applied, rather than switching to the singular correct approach to completing a level. Some audio and/or music would have rounded out this submission nicely.

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The Web Monetization idea I really like, but it would be interesting to explore more meaningful changes to the world (a MORE obstacles option would have been interesting, and the deceptive option was a good idea).

\n"},{"at":317217877,"author":"Jerome Lecomte","login":"herebefrogs","gh":1383818,"url":"herebefrogs.com","text":"

It took me a while to understand what’s going on, but once I got the hang of it the game was quite a fun and clever puzzler.\nAn in-game tutorial would ease the learning curve. Sometimes I respawned so close to a mine that as soon as I moved I died without being able to enjoy the new power of my Bye Roll.

\n","games":["Stand By Me"]},{"typ":2,"at":317365132,"author":"Ewa Mazur","login":"mypoint13k","gh":89944062,"url":"https://mypoint.pl","twitter":"mypoint13k","text":"

It’s a Very clever and fun game. I love the hidden modes idea - they’re making the whole game much more dynamic.\nReally good idea to give players two options in the main menu: 1. New Game / 2. Coil Game. Player without a Coil subscription gets the message what will happen when he/she decides to subscribe, and the Subscriber gets control of the gameplay. Although it’s still not so easy to pass all levels with or without Coil Subscription. It would be easier if I could decide which mode will be on, during the gameplay - example: I’ve selected only an easy mode and it was impossible to pass level 3 (if I remember correctly) with only default and easy mode. But i feel like the whole fun is because we actually don’t know which mode will be on in the next step - so, tough one ;)\nThose green check box buttons on the Coil Game menu are only clickable in the left-top corner - I would work on that - it’s easy to get the idea they’re not working properly.\nAlso - if you can’t die in the game, how can I exit it?\nOverall I love your game - it’s clever, fun, dynamic, you’ve implemented the Web Monetisation in the way I like - it’s well-visible, it’s something cleverly-extra for subscribers, yet you still have a funny game without it - great job!

\n"}],"results":{"theme":{"rank":61,"min":1.05,"score":3.04,"max":4.5},"innovation":{"rank":58,"min":1.19,"score":2.92,"max":4.11},"gameplay":{"rank":102,"min":1.09,"score":2.33,"max":4.33},"graphics":{"rank":111,"min":1.62,"score":2.42,"max":4.7},"audio":{"rank":117,"min":1,"score":1.17,"max":4.43},"controls":{"rank":95,"min":1.05,"score":2.54,"max":4.33},"primary":{"rank":100,"min":7.53,"score":14.42,"max":25.2},"label":"Overall"}}