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(1 edit)

Wow, I’m happy for all this attention my game received recently!

To answer your comments:

The game was made using raylib-rs, which isn’t a game engine per se, but rather a game library port for rust, an elegant programming language with tagged unions that I love and used in the game.

Apparently raylib only handles key presses right when the key gets pressed, with no repetition, so the player has to spam the arrow key. Didn’t know that when I chose to try raylib this time, but now I learned.

Recently before the game jam I made a roguelike, and I had its code structure still fresh in my mind. As it turned out, this jam’s theme matched quite well, and while I hadn’t picked the tech to use on my game jam until Saturday night, I could still pursue an architecture similar to the one of my roguelike. I initially planned for a roguelike that used dice, but 4 hours before the 48h deadline I had issues in detailing and implementing this rule, so I went with another idea I had during the first hours of brainstorming: a game where you push dice like in sokoban so that they face up a certain number. As making good puzzle levels is hard, I used the dungeon level generator I built for the previous idea, made a dice placer and all the related code, and so it came along.

I feel like the ‘puzzle’ term I used in the game description is a little bit a misnomer, maybe reaction game would be better?