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(+1)

we're twins. i think that the 3 aspect (changing z-levels) was a good choice, though with the large levels, it made it hard to reason about what was connected to what.  i think more visual cues on what was connected would have been good (maybe elevator lines?). block pushing puzzles felt a bit tacked on. you needed them to protect the orientation changing paths, but they didn't involve the die's orientation. maybe have them so they need to be pushed with a particular die face? level design was pretty tight at first, but got less focused in the later levels

(+1)

With the levels thing, I actually did try to have one level slightly darker than the other, but it didn't seem to help much for me. The elevator lines idea sounds fantastic for that. Love the idea of blocks that require a certain number to be up to be pushed too. Definitely something we'd implement if we worked on this again. And I do agree in hindsight that a lot of the later levels were way larger than they needed to be. Definitely added to the confusion (matter of fact, level 14 was designed to be an annoyingly big level just because I couldn't come up with any ideas).