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(+1)

I would rate this as the best puzzle game ive seen. The rolling around as a cube in a level and getting to the end was a theme that was quite often done and it really hinges on the quality of the twists or secondary mechanics. I think all your ideas really complemented the core gamedesign and it made for some very difficult but rewarding to solve puzzles. There werent many levels were I would just solve by trial and error but careful planning after a few firstexperimental moves. I especially like the implementation of picking stuff up from the ground and making things more complex that way.

A few nitpicks:

- The retry time is a bit too long for my taste - even though i eventually noticed the "r" button. I would make the restart much quicker in general.

- Some clipping sounds were a bit annoying but that might just be the webport.

- The movement scheme for the cube is not well suited for the more isometric view you chose. I would many times make false inputs because my brain forgot which direction was mapped to which key. A more straight view onto the level would easily solve that problem (it could still be slightly tilted).

Very nice Level/Puzzledesign i really enjoyed it.

(+1)

Thanks for your feedback! We'll definitely make the respawn time shorter. I think I know what you mean with the clipping sounds and it's 100% my fault. The clipping is in the sound file that plays while the die slides. Since the sound is cut off if the die stops early you should only hear it on slides across >= 4 tiles (which I didn't test in a hurry). We got that last remark about the control scheme quite a lot. It's a difficult trade-off between the visibility of the third dice side and the control mappings. It seems like we didn't hit the mark there so we'll make some adjustments.