alright
i think it is in your best interest for me to be honest about this review
i did not find the game that enjoyable
as to give you an idea of how it went: i needed 6 whole minutes just to get through the second level lmao.
that being said, the idea for what you wanted to do is quite creative
your game has a very similar issue to mine, the randomness of the die makes the game more frustrating because you rely on the die to give you a specific value (or in your case position) in order to be able to progress. this leads to a lot of time spent bruteforcing the value you want. meanwhile i have a solution for that for my game waiting to be implemented, but i don't quite know how i would fix yours (or maybe i do? keep reading to find out). the huge problem is that it's not only one die that your game relies on, it's multiple. so if there's a probability of one die landing in the correct place (= p), the probability for all the dice to do so is more or less p to the power of the amount of dice (p^dicecount).
now to the other stuff
the art is nice, not great, not terrible
sound effects are there, though the bell sound effect was a bit weird
your level design is definitely a lot better than mine, mostly because you actually have some levels lmao.
where did you find that music tho cos it sounds pretty good?
i played this game with headphones on, so i noticed something peculiar
the music only plays on the left ear, and the sound effects on the right?
my right ear felt quite lonely
i recommend having the music keep playing independently of the level you're in, or just making the levels longer so that the music is not constantly restarted.
i also noticed a weird bug: i think when you jump and then collect a key the music just stops playing.
also in the first level once you pick the key up the music becomes significantly quieter.
i think you should make the bell more interactive, and allow the player to look into the future before they make a decision to ring the bell in the way they're about to. making it entirely skill based instead of random. perhaps you could have the dice roll for a length of time the player decides? and the player can scroll through the future positions the dice will be in and then pick at what time they want them to stop.
anyway, nice concept, a bit frustrating to play.
nonetheless, it's a gamejam so
good job!
Viewing post in Dicey Deeds jam comments
Thank you very much for the honest review. They are always appreciated. Yeah there were a number of audio bugs with the web build that i never figured out. I was making the game in Godot after not using Godot since December of last year which as it turns out is not a great idea on a time crunch. I like how you addressed the gameplay issues in my game, and i have a solution that I am planning to implement involving dice presets that all work rather than total rng, and the random element will be which of those presets gets used. I thank you again for your review. Ps the music if by Nu Alkemi$t and was accessed and licensed via soundstripe.