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Cool concept, though merging together dice RNG with physics seems to be really harshly affecting the player's impact on the outcome of the game. The red die would have made more sense if the player could opt to throw it --- take a gamble and weed out a poorly placed block. Even the drop time on the blocks varies completely based on dice physics and the current state of the playing area. I kept getting "Try Again" in one of the levels because too many blocks were in front of it and it forced the die off the playable area.

Might have been nicer if the blocks bounced a bit less as well. Some indicator on how high the current towers are would also help.