I think because of the loops you find yourself in, the clear undesirable state of being in 4 that you want to avoid, and the level design its very clear when you run into a dead end, so it can be satisfying to try out your different options because you get pretty obvious feedback that you're pursing the wrong course of actions. And then the ice later on that lets you break the rule of 4 being undesirable is a good way of shaking things up and providing a new challenge. I also like the general aesthetic of the game. I would have liked to have something that gives me a better sense of what number is on each side, and because the angle of the camera at a glance vertical tiles seem longer than horizontal tiles, but I can get the sense you didn't want to deal with confusion that comes with the controls interacting with a free camera.
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yeah, i thought about the camera problem quite alot when i was making the game, having a stable camera showing the whole level would have felt alot less lively and responsive, and having a free camera meant id have to change movement based on the location you're looking, and getting that wrong specially in a puzzle would be really infuriating, so i stuck to my main idea of having the camera follow you. though I did see a very clever way to approach this in some of the jam's games which was to overlay a 3d die that follows your die's rotation and that you can pan around to see the number on each side. thanks for the feedback! very insightful