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(+1)

So pretty, well done!

I have to say using physics for detecting movements is risky in such game:P I blocked after about 400 moves in one level, and couldn't move when I realized that my dice is just a bit off on the field. With physics based movement it should be fixed each time - unless it was some other error?

Other than that what can I say... perfect. Any thoughts about 4 squared fields to reorient dice? Because in my game I have some comments saying that its bad and I don't agree - its just an organic mechanic, allowed by level design. I mean maybe we are too generous with it, but here we can see it used perfectly.

(2 edits) (+1)

Thank you! Someone told me this bug, i saw where the issue is from and already corrected it. I forgot to round position values after each moves which leaded to micro-shifts between moves, cause there is a bit of physics implied in the player controller.

I think the 4 squares for dice orientation is a good organic gameplay mechanic to play with as long as the rule is kept in a simple level design. I know for some people can have hard time visualizing the number of rotations before being correctly aligned, it's sort of like Rubik's cube solving logic, not everyone likes to rotate the thing endlessly before finding the correct position. Keep in mind that you need at least 6 squares to completely flip upside down a 6-unique-faces dice which is not really intuitive for people.