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As for strategy, it was mostly avoid puddles and find the exit.  I tried to avoid giving too big of clues as to where the exit is (as it is a maze after all) but I almost toyed with the idea of creating a minimap that shows the immediate area around you to help with navigation.  I might visit that idea again soon.  

As for the location of the dice, the noise might be easily missed.  He does some loud breathing that gets louder the closer he gets to you and you should be able to hear it a few halls over.  It doesn't give away his position or anything, but I could probably mess with the audio levels and everything along with the other bug fixes later.  I'd love to go deeper into an options menu to adjust the audio levels individually eventually.

Also, funny enough, originally the player and monster would move as soon as the dice roll text came up but I thought moving right away would cause some folks to not read the text and then question why their energy bar didn't fill to full.  I think this is valuable feedback though so I'll definitely see about fixing that in future updates!

Thanks for your feedback!

(+1)

Ah right, maybe my audio wasn't loud enough. I understand it's a difficult as to how much information you should give. I definitely think it's good you didn't do the mini map, or give too much info. But some other mechanics that you can use to deterimine if you are doing a good job might be nice.

Honestly, when I go back to it after the jam is over, I'm thinking about redoing the maze to add some different sections that have a visual difference to them so that the player can at least tell the difference between hallways and maybe add landmarks to create familiarity.  It might help with navigating and realizing you wandered into an area with no exit because you already explored it.  

As for your audio, it's understandable if your audio was turned down.  I think adding volume sliders in an options menu would help greatly to avoid things like this.  I've got a couple other ideas I am tossing around my head too so we'll see!