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(+1)

thanks for your honest feedback, really appreciate when someone goes in depth with why they didn't enjoy a particular mechanic or level. The idea to catch back the explosive die and place it instead of the green one in the last level is a good one, might consider it. I am already doing some tweaks for the update after the jam. The last jump in the last level is much more forgiving now, the movement of the player will also be a bit more fluid and less snappy. One question: what do you mean "the player should decide when to reset"? There's the option in the game menu to reset the level, or did i misunderdtand what you mean? Thanks for your feedback, i know it's not the most positive but it's really constructive and you don't know how much i appreciated it!

(+1)

Ah, when I said "the player should decide when to reset" I meant that sometimes there's an in-game way of resetting things back to a default state or reverting back to a checkpoint without needing to select an option from a menu (which I didn't even know I could do). Like, maybe if there were a prompt in the top corner of the screen to hold a button on the keyboard and reset that way?

Looking back on my previous point of mine, I understand now why you decided to make the dice explode and respawn after a few throws because even a tiny tap of a throw can make the number go up. Dunno if you'd be able to change how fast the number goes up after it's been thrown but from what I could see it appears to be based on how often the die makes a quarter of a revolution which I suppose makes sense as well. Maybe lean into that and allow the player to influence how fast the die spins by having it bounce against walls and other surfaces? Perhaps they could be able to "curl" the die by holding the left mouse button and drawing an arc with their aiming reticule as they prepare to throw (having the player position the reticule further away from the playable character would be a better way of controlling power as well)?

Whatever I say )I'm just spitballing random ideas now) feel free to go with whatever direction suits your game's needs. I didn't focus much on positives, but did value my time playing your game and there were some very interesting ideas that I think could be experimented with in great ways! :)

(+1)

Yeah I admit the only time when the "tutorial text" mentions it can be easily missed (I wanted to place the prompt in a place where players got stuck the most, but probably I could have pointed that out in a more clear way). Yes you got the "physics" basically right and the die change numbers based on revolutions (angular speed to be precise, but for the sake of the argument we can say it's the same thing). throwing it harder is supposed to make the die roll faster but looking at the code the minimum and maximum "rolling" speed it can reach are too near in value and the end result is that it doesn't seem to affect that much the speed. Might have to tweak the values a bit until it feels better. Anyway i'm glad you still enjoyed it and to be fair i'm also glad you focused on the negatives, the best way to get better is to understand what you did wrong :D