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(+1)

Such a lovely game, and a great concept! I could tell you were honing the mechanics with the limited time in the jam, so the simplistic nature of the puzzles in this is to be expected. With this foundation, the sky is the limit! This is the first game that has really left me wanting more, as the final "Thank you for playing" puzzle felt like a glimpse at what you could do with this given more time to develop levels that take full advantage of the main mechanic! Adding more twists like the barriers that stop the dice short could add a ton of intrigue. I think your guiding post should be to make players think carefully about counting the sides they will land on after taking their turn. I want to definitely encourage you to keep building levels for this after the jam is over, as you could have something quite special here! :) Wonderful work, and thank you for sharing! 

(+1)

Oh man, thank you so much for the kind words!

I have a couple of ideas for how to incentivize more strategic movement, as I feel right now it's too on the "just move around randomly until something comes out of it" side. Exactly because a full d6 is a bit too complex to think more than a move ahead. Like, "ok, I'm on 3, if I move left I'll end up on 5, and if I then go down I'll be.. I have no idea".

So I've though about simplifying the die a bit (still a cube, but with 1,2,3,1,2,3 instead of 1,2,3,4,5,6), or maybe doing something like, the die starts as all 1s, but strategically placed tiles with numbers on them would "stamp" than number on your die as you roll over it. So movement starts simple and slowly gets more complicated.

In any case, thanks for taking the time to comment. You really helped my motivation to keep working on this game :)