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(1 edit)

Yeah, the AI is definitely way too unpredictable and can be very frustrating to work with. Level 6 is indeed way too hard, and you really need to master the game mechanics to beat it, and even then I only beat it 10% of attempts even though I know all the tricks since I designed it.

I definitely have to rework the AI or at least make it telegraph the next move, and some of the win conditions have to be rewritten to convey the information with as little confusion as possible.

For the prediction/dissasembly mode, it is a big design problem that most people who made top-down 2d puzzle games for this jam had to solve.

 My first take was to have the "dissasembly" view since I thought having the dice show his sides by unfolding them was definitely more intuitive, but I was wrong. I went with "prediction" view which is the inverted unfolded dice, that shows the top side for each tile after moving.

I decided to make "prediction" default, and have a toggle that allowed for players to have the liberty to decide which view type fit them the most. I know most people went with what I call "prediction" as the way to convey the info in their game.

Thanks for taking the time to play my game and giving good criticism, I appreciate it!