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Took a few minutes to fully understand what to do. Once I did, it was a lot of fun. Having the different hazards start only after you passed a certain height is an excellent way to ramp difficulty without rushing the player.

Music, SFX, and visuals were all solid, I especially liked the style of the initial tutorial screens

It has a very addicting quality to it - I can see this making a fun mobile game (if you want to go that route with it).

A few pieces of constructive criticism:

  • I did have an issue determining which was was up a couple times. Having a direction indicator of some kind would help a lot here.
  • The lasers stop being much of an obstacle as the speed of the dice blocks ramps up. Maybe the charging time for them should decrease as you continue going higher.
  • I couldn't figure out what to do once I got to the moon. Not sure if I have to go sideways for a while? Maybe I missed something in the tutorial? Not sure.
  • The dice don't seem to serve a purpose beyond acting as building blocks. It may be nice to have the blocks behave differently depending on the number (or maybe forego numbers altogether and use pictures instead).
  • You can lock yourself in to the blocks (which is a good feature), but then you can clip yourself back out of them. maybe this is intended, but it feels a bit unnatural.

Thank you so much for the feedback!
- Determining which way up you are is definitely a problem. I thought I could solve it by having a background (i.e the clouds, planes and city buildings) , but after a certain point the sky is pretty empty and its hard to tell.

- yep the lasers become less hazardous very soon. I added a "deathray" which was a very big laser that you can only avoid by hiding under your own dice as shelter, but the feature broke on release and was buggy :(

- you're supposed to win when you reach the moon, I think I might have made a mistake there woops. 

- locking into blocks was something i wanted to do, like in snake, but I never got around to solving the clipping. 


Thanks again for the feedback. it means a lot :)

 I have actually made an updated version of the game that fixes *most* of these (apart from the clipping), but I can't really share it, because the jam is over :D