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Congrats on finishing your game for the jam!

This game feels very polished and cohesive, well done! I really liked how your levels went about teaching the game by slowly introducing new concepts and then ramping them up before integrating them with the rest of the game. That's a great formula to follow. 

I encountered a weird interaction in which a correctly faced die landed on top of another already landed die. It didn't count as a win, but I had to turn its face to get it off the die. Did you try having stacked dice count as landed? Thematically, it would make sense since the die is no longer in motion, but I can see how that might also make levels with 3 or more dice a little more difficult and could lead to some feelsbad fail states. 

I also really liked the emergent strategies I discovered as I played, especially on barrel levels. I found I felt clever being able to spin a die into a wall to give more control. This of course comes at the expense of time, so it felt appropriately balanced. 

Overall, super well done on this. Feels good, plays good, is good. Keep making games!

Thanks so much!

I want to try redoing the tutorial, not in terms of content but in terms of conveying things to the player. I think it's a pretty good ramp up in terms of introducing rules and difficulty, but I'm unsure how I could go about instructing the player without a text dump at the beginning of each level. I tried to keep the text minimal and give it a bit of flair, but wondering how I could make it more accessible by limiting it more or adding better in game hints about how things work.

I know exactly what you're talking about with stacking dice, and I'm honestly torn on solving it or not. It feels like a funny troll to me when it happens so I'm tempted to leave it in. It's similar to a physics quirk with the barrels - often you can get a die to land on an edge and it'll just barely have enough force to make it fall into the barrel correctly giving you a tense "will it or won't it" feeling. I have thought about going down 1 of 3 other paths for the stacked dice: have it count as a success if it's valid, give it a nudge so it falls off instead of just sitting still, or add specific levels that are about stacking dice in a proper order. I definitely don't want to have it count as a fail in the normal case, as it would likely lead more to frustration as you described.

I was originally annoyed that you could cheese the barrel/bomb levels by spinning the dice in the corners, but I think if I sped up the spawn timer that would help balance it out a bit without removing the strategy there.

Could you change the top side of the collider of a grounded die to be slightly curved/convex and lower the friction to near zero so that a die naturally slides off if it happens to land on it? Might be way more trouble than its worth try in a jam game

I should be able to do something like that - I'm thinking I'll just set add a specific collider for die on die collisions that's either a sphere or a rounded square.