I really enjoyed the concept, and how the jumping + rolling happened. I could see an interesting 3D precision platformer kind of thing, with a variety of levels to explore and things to collect. My only real complaint with this game was the Camera. I absolutely hated the forced inverted camera, and it killed my desire to play the game through to the end.
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Thank you for letting me know, I did go back, and I can confirm that it feels so much better! I look forward to any other future updates that you go with :)
Some suggestions that you didn't ask for for future builds (so feel free to ignore):
- If you plan on fleshing the game out in general, maybe change the die to a non-die cube. You can do something more artistic with it, and there's no real reason (currently) for it to be a die anyway, other than because it was part of the gamejam theme. If you do keep it as a die, then consider making it follow the standard D6 convention where all opposite sides equal 7 (1|6, 2|5, 3|4), although I do understand if the 9 pip side was a stylistic decision.
- I assume that the slow player movement is an intentional design choice, which I respect as it makes the game kinda feel "calm" despite the "frustration" that can accumulate from the platforming; however backtracking taking a while is more tedious and not really pleasant. Because of this, I would suggest allowing the player to "continue rolling" by repeatedly tapping the Roll button. This would allow a "fast travel" for getting back to an area, and for generally traveling a longer distance on the ground, without making any drastic changes overall.
Thank you again for letting me know about the update!