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So I do like this mechanic because it does manage to distinguish itself from a lot of the other tile-based cube rolling games, and I do especially like that you've got these ghost dice to show where you'd end up with how may pips on the next roll too. But even with all of that, it still feels more like you're fiddling around and trying different stuff until you win, rather than puzzling your way out and using your brain to solve the puzzles. But I'm not sure if that's something that you can even fix -- it's just how the concept is, really.

Anyway, another element I appreciated was the marimba sound that had as many notes as tiles that you rolled.


Thanks! In addition to the marimba tone quantity correlating with the dice face quantity, I assigned each side of the dice faces a note in the C major scale that starts on G (G, A, B, C, D, E). This scale is nice cause it remains in the "cozy" feeling of C while also avoiding the fourth note, F. The F, to me, sort of feels like the "tension" note which, if played too much, pulls you out of the drone feeling that's sustained throughout the game. I sometimes hit the F in the harmonic background to give it slight momentum without distracting the player from the main dice marimba tones. Avoiding F is also fun because the 4 on the dice is a bad number to land on because, without walls, you're stuck in a loop and have nowhere to go.