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(+2)

Another game with this idea :D I’ve already found something like 6 games based on that (including mine), geez.

In the first level I thought that orange tiles are the ones you’re supposed to walk on (they look like a road atop some blue void), and with a top-down view it looks like the dice is standing on one of these tiles, so I tried to move left, up, or right, and it didn’t work (since, apparently, orange tiles are walls!), so I got really confused for half a minute until I realized it is the other way round. Maybe an isometric view would fix that! Btw, your screenshots use an isometric camera, but the game is top-down, why?

Agree with others that level design makes it feel a bit repetitive. Introducing levels a bit more gradually (e.g. starting with a really small map and a single objective), removing some free space (so that the player has a smaller solution space to explore) and “guiding” the player to a correct solution might help.

Another thing is that instead of punishing the player by constraining the number of moves you could introduce some “score” or “medals” that the player receives upon completing a level in less than the specified number of moves. This way, even players who want to play but don’t want to be as efficient as possible can still enjoy the game.

Anyways, nice game, good job!

(+2)

Thank you so much for your valuable feedback. I'm sorry for that screenshot Initially I was making it isometric but in the end, I found the top view is better than isometric. I am bit lazy, I didn't capture new screenshots that's why. I have created all the levels within 1 hour that's why its not so accurate. I'll definitely redesign all the levels to make it more interesting. 

Scoring by moves is very interesting I'll do that.

Thanks again for your feedback

(+1)

Damn this is some well structured feedback man lemme know stuff about my game too ig XD