WOW! Thanks for the extensive feedback! I'm going to respond to your points a bit out of order so I can group similar topics and keep my response shorter.
1: It also surprises me how different the individual dice roller games actually are. By now, I've also played my fair share of Sokobans, and though there definitely are overlaps and shared mechanics, almost all of them have that one "main secondary" feature that sets them apart and completely changes the game. I've seen our falling platforms in Ice Dice (by Telaba) and DOS (by Frank Alfano et al.), which both have very unique win conditions. Rololol (by Nyfnkurfer) and Marimbla (by Tristan Mansfield et al.) also have our "dots = move distance" mechanic but change things up with walls and turn platforms. The one thing I have not seen done by others, is our sliding mechanic (regardless of how many tiles you move, you only do one turn).
One slight correction to a statement you made in 1: The red dots in our game actually decrease the dot-count on the respective face instead of overwriting it. You can also accidentally reduce the dots to 0, which then works like your blank stamp mechanic.
2, 9, and 11: Glad to hear you like the sounds :D
We also cut the music due to time constraints. Our team is just a friend group of CS students, so none of us had much experience with art. This being our first game jam, we decided to keep it as simple as possible, get something running quickly, and then jam-pack it with levels ^^. My team members were also busy with other stuff during the weekend, so they regularly popped in and out of the group chat. Collectively I think we invested about as much time as a two- or three-person team would.
3 and 5: Yeah, we had a lot of discussion about that and ended up cutting a feature (due to time) where the player could lift up the cube to inspect it. With the different solutions I've found in the jam submissions so far, I think we'll go with something else in future releases. Thank you for mentioning Marimbla! I might have missed that game otherwise. I agree that displaying all possible next moves might reduce the difficulty, but I also think our later levels are pretty hard at the moment and players could use the help. Alternatively, one could only show where the cube ends up with a ground marker. That way, players no longer need to count tiles but still have to imagine the cube rotation themselves.
4: That's exactly what happened. Nice to see that appreciated :)
6: Thanks :D I'm pretty happy how it turned out, especially for a game jam game. Though, as I said in the other reply, I think there is still a lot of unclarity. The fact that I had to correct you in my response to 1 shows me that the introduction level for the red dots still leaves some room for interpretation. And I realized that the tutorial for the pink tiles (lv 11) shows how they interact if the player slides over them, but not what happens if they stop on them.
7: Hard agree. We definitely need this.
8: Interesting Idea, that might be fun to watch ^^
12: Oops, I set that when I uploaded the minimum viable product to itch. Back then, the levels were no longer than a few obvious moves. Thanks for the notice! I adjusted it already.
13: Thanks! :D
The team really knocked it out of the park. I also think everyone took a very different approach in designing their levels, which helps give the game a bit of variety.
14: Thank you! It was a match between "Ice Dice" (due to the sliding mechanic) and "Face Value". But since we didn't have the icy visuals, we went for the latter. I'm really happy with our choice because otherwise, we'd have entered a fierce competition with the other "Ice Dice" games ^^
15: Oh wow, that was not intentional. By your ':)' I guess we did it correctly? So you control with ZQSD instead of WASD? Or do I misunderstand you, and you have to arrange your fingers in some twisted way?