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(+2)

A very cute idea executed very well.

The choice to make the die spin based on where you hit it rather than randomly rerolling it leads to some great opportunities for optimization and makes the player feel in control. As a personal challenge I found myself trying to use as few moves as possible.

One feature that I think would have made for a great addition would be the implementation of a juggle count per level. Stat tracking with no extrinsic rewards are a great way to add replayability and intrinsic goals to a game like this.

I think the mechanics are simple enough that it may have been in your best interests to do a tutorial that doesn't use text, such that you're not limited to players that read English. Plus in general people prefer to learn by doing rather than reading.

Very good suggestion for tracking stats - I'll try to incorporate that into a post jam version. Not sure how to make it work for webgl since it has no inherent persistent storage.

Regarding the tutorial - you are right, learning by playing is almost always better. I'm not sure how I'd convey some things without text (inverted dice and that the order on the bottom doesn't matter). Also, for a game jam I'd rather over explain than under and risk people being confused before judging it "broken" haha. I'll definitely explore some ways to do that though if I continue it.