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(+1)

The intro level was a great little tutorial on the basic premise (though I'm not docking points for this, I do want to note that the singular form of dice is die and the plural is dice; "dices" is incorrect. One die, many dice), but the very next screen we're basically tasked with getting past a bouncer without any information of what the other faces of the dice do, only that two pips equals super jump. Little trial and error, hitting G to quick reload the map until you figure it out, okay. Little janky since it wasn't taught, and there's so far always been chewing gum available to forcefully choose the result, but not that big a deal since it's such a short screen. However, very next screen has some serious geometry issues due to being made so tightly packed, and if you fall down to the bottom area, you get stuck and cannot climb back up, forcing you to hit G to reset the level needlessly. There's also a space to the right that looks like you should be able to walk into it that has a solid wall there instead. With no other challenge here other than the simple platforming to get to the door(not even a die to roll), it feels like a hastily thrown-together transitional room just to pad out the playtime needlessly. The next map is where I actually closed the game in annoyance, because there is a piece of chewing gum above where you start, and platforms that look like you can easily jump along; great visual cue to explore a bit with roots in games going back to the NES era; unfortunately, the issue from the previous area shows up again, with several of the platforms having very bad hitboxes, and the nub sticking out of the wall on the left not actually working; it's a solid wall above where it shows it should be air. After attempting the jump a dozen times with varying distances, just to see if maybe it was the block above the platform beside it that was interfering, I just had enough of the annoyance and stopped playing.

Overall, the theming with the casino design in the backgrounds was great, but the gameplay needs a lot of tuning to get to a state that I'd call good; the jump was very stiff yet floaty at the same time, which felt quite awkward, and though it could easily be gotten used to with a little practice, never lost that feeling of awkward stiffness. The actual level designs beside the background casino theming elements also felt lacklist, being just rounded red brick-like shapes that had weird physics at their edges (I assume the rounded edges had semi-accurate hitboxes and so you'd slide down if too far off the edge?). Music choice was real good, though, so it bumps it up a little bit for me.

That is some constructive crticism and you're right about everything, this was our first game jam and we had many issues while doing the game and for some reasons the collision issue only appears with some people, I personnally don't have it but the artist does, some other don't and when we found out that there was some serious collision problems, we already had submitted our game with 10 minutes left. I wanted to precise that we aren't native english speakers, this explaining the error of typing "dice" instead of "die".  I also completely agree with you on the bad levels, we had 2 hours left and the only level was the tutorial that i made in the very beggining so we rushed our levels and we are very upset about it. The second screen was made purposefully so you learn what number does what, i understand that this isn't the best way to do it but i think it's still better than a big wall of text. As for the movement is found it pretty responsive and good but it seems like everyone has their own preferences.

Again, I completely agree with everything you said but i just wanted you to know that if we had a bit more time we could have made some really interesting levels and be overall less buggy. Thank you very much for the very detailed feedback !

(+1)

Frankly, a lot of native English speakers get the difference between "die" and "dice" wrong, until they're informed otherwise directly, so I really don't blame you for that. 

The movement on the ground was fine, and I think the issue with the movement in the air was more about the hitbox interactions, looking back on it; that would definitely make me feel they're stiff and unresponsive if there's more blocks where there were hitboxes that you collided with that wasn't meant to be there. 

I do think that there's a lot of promise here, and I think you could do a lot of neat stuff. Looking forward to what you do next.