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I beat the game, and chose violence over peace. The controls feel solid, and the ability to reflect swords feel awesome and powerful. I reflected all of the lingering swords into the head and dealt a ton of damage; that was very satisfying. There is a good atmosphere and theme established when reading the books and a short dialogue at the end. The glass-breaking millions of particles when I die was also very cool and it all adds to the game’s polish. I enjoyed figuring out the 1st and 2nd puzzle even after dying a few times. I loved the implementation of the 3rd level too.

The execution of the game mechanics is really good but I think you have it backwards when it comes to difficulty design. If players can’t get past the 1st level, they are not going to see what else is in your game. Also, the first level was hard for the wrong reasons. The problem comes from how the dice is randomized every time it gets hit. Sometimes it takes 5 hits to get the correct number, sometimes it takes 9 - this results in the tedium of just waiting for chance to make it happen, and is greatly exaggerated when one of the dice gets misaligned either by a stray bullet or a sword. That’s not real difficulty because all I’m doing the next 30 seconds is just shooting and waiting for the right number to come up - I can’t even use timing or skill to set it up, I had to wait and see. You can fix this by simply making it cycle through the numbers. To cater to casual players who are less-seasoned in puzzle games, you can also give hints in the book at the beginning, maybe say how this head wanted “everything to be equal” and/or have some feedback when the player gets things right in incremental stages. Lastly, I think sending players back to the main menu just because they failed causes too much of a distraction. This is after all a puzzle game; players should be encouraged to fail so they can think out of the box, but going back to main menu without any kind of feedback does not provoke any thought from the player. I feel that this the wrong idea of a challenge for a puzzle game.

I hope my criticism makes sense! Sorry for being long-winded, but it’s only because I was excited about this game. Despite the problems, I thoroughly enjoyed playing We Three Heads, and I believe it has potential seeing how good the mechanics were. Great work!

I really appreciate the fact that you played all the way through and gave such a comprehensive response. I agree with pretty much every point you made, and especially think cycling through the dice would have solved a lot of issues. My main takeaway from this jam is just to try and get several people to try it out before submission to let me know when I’m just making things hard for no real benefit to the experience. Thank you again!