Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Clever and fun!

I enjoyed the visuals, although I think that some sort of more stylized... style might've worked better [perhaps using a sort of cell-shaded shader] as the textures did look a little cheap. I enjoyed the notes that played when the dice rolled, although I think that sometimes the note was double played when dying, which was a bit jarring. The UI was simple, but quite effective, I liked that you had scaling for different resolutions and a fullscreen option - just some good ol' QOL features, which are often missing from gamejam submissions.
The main mechanic was clever and quite intuitive, and I enjoyed the puzzles, however I often had to resort to just guessing, as I often just didn't know what side I would land on because I don't have the numbers on a dice memorised; perhaps allowing the player to rotate the camera, or to have a floating cube model which you can rotate and look at all the different sides without having to guess would greatly improve this game's fun factor as it would allow for the player to actually thinking about their movements. Regarding the difficulty curve, it felt like lvl 3 should've probably been the final level, as, at least to me, it seemed like the toughest one with a lot of ways to fail and it and it also felt quite unique and different from the other levels, with it being so compact. I did also feel a little cheated when I worked out a solution and ended up not using half the addition/subtraction pads, although I do understand that they server a purpose as just showing only the needed pads would make the solution quite obvious - a not so easy solution to implement would be to focus more on non-pad levels and just designing the tiles in a more tight way, but I do understand that that is easier said than done.

Overall I really enjoyed this! Thanks for making this, and good luck on the jam, I hope you get somewhere high!

(+1)

Very much appreciated! Stylization might work pretty well. I know the die textures had some issues, mainly because I baked them from Blender at 1024p when I probably should have done 2048p. Level 3, though? The one that introduces the addition pads? Interesting. I'd be quite interested in hearing more about the difficulty of each level and what you thought.

And yes, it can be difficult to figure out what the next number the die will land on is. I've been working on finding a solution to that. Possibly rotating the camera, possibly something else. And yeah, in the future I might rework the die sounds. I did come to like how it made familiar little songs for the solutions during playtesting.

But thanks for your kind words! I'm glad you enjoyed it!

I actually meant to say lvl 7, the one that is just a 4x5 rectangle with a lot of pads, not sure why I said 3 (maybe the third to last?); I felt like this was the hardest level in the game, as I always thought that one of the solving moves would kill me, but was instead the solution, whereas I did die a few times on the last level, but I ended up figuring it out quite quickly. I think that otherwise the difficulty scaling works pretty well, its just that the last few levels seem a little misaligned

(+1)

Okay, that's very good to know, thanks! That is one of the biggest problems with game jams. Making sure the difficulty curve is smooth enough while always knowing the solution.

My first thought to mitigating this would be to ask some friends beforehand if they could playtest a version of your game without all the polished stuff just to see how the level design and difficulty curve are. Of course this is easier to say than to do, but I think its worth a shot in the future :)

Yeah, definitely going to test the difficulty curve more thoroughly in the future. It's just difficult to take the time to do that in the middle of doing bug testing and feature and content implementation. But thanks!