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(2 edits) (+1)

Had a lot of fun completing this game !

The "narrator voiceline" power is definitely making the experience much better, but it being a manually triggered action meant I often forgot to roll the dice on the yellow face, most times I remembered before triggering the next room but I missed several voicelines unfortunately. I can only imagine the laughs and tears I would have shared listening to those, the deep thoughts and introspections following the wise advices... 

Had a few bugs but nothing that was game breaking thankfully, despite trying things like swapping with the dice while holding it haha.

I probably cheesed a lot of the puzzles, picking up the dice through doors or using the wrong ability to complete the level, but that's not necessarily a bad thing, made my experience more special and funnier.

However I do think that with all those abilities, there isn't enough variance to really justify them. A lot are interchangeable in multiple puzzles, which kinda makes the abilities feel less useful. 
If the focus is to make a puzzle game I think it's really important to nail that aspect of each unlock completing a gap in the player's action set, even better if you didn't know you had a gap there and you jut discover a whole new set of possibilities, mind blowing style.
For a more adventure type of game though, it's less important to have tight mechanic design and the slight overlap between the powers means it makes it easier for players to do what they want because they don't have to think and remember of the single ability that allows them to do the thing they want, but that also means puzzles relying on those have multiple solutions and are generally easier to solve, while also being less different from one another (the abilities do similar things => the actions to solve the puzzle must then be similar too), and might make it less interesting because you can spam the same solution on multiple puzzles in a row.

I feel the latter is what happened, there was many ways to deal with each level, which makes the level design much harder to do as the amount of possibilities you'd have to account for and design around is too high.

Also does not help during a jam to have that many mechanics as you don't have that much time to polish, which makes each ability less polished overall.

Still had fun trying to solve the puzzles in not the right way, throwing my dice at rockets and rolling times and times again to try and get it to roll on the face I wanted rather than the one the game was trying to enforce.

One major disappointment though : when I got the green ability, I immediately went back and managed to get up in the hallway in the deceptive crack room and was met with this obnoxious dead end : 


Now I can go back watching the devlog :D

Edit: also, missed opportunity to name it Rolling Shutter Labs

(+1)

Written as I watch the devlog :

Seeing in the video the doors are supposed to close once the buttons are not pressed anymore, that was not happening, would probably have made a couple puzzle slightly trickier

The charged throw I had no idea was a think, a normal throw got the dice across, and this mechanic would have helped me cheese the final magnetic level, sad I did not find it

I also used the sentience ability mostly as a jump boost rather than to make the dice move to a button

The first time the turret can attack the player, I was running by picking up the dice and immediately throwing it again and crossed the room before the turret started firing, found it weird so I went back and waited a few sec for it to actually fire, which gave me time to re roll for the voiceline, but did not end up using the sentient decoy at any point

Cleared the first teleportation room the same way as the first sentience room, using the sentience as a jump boost and crossed the hole in the wall myself, even catching the dice mid air

I actually solved you favorite level by using the sentient ability too, but never got underneath the glass, I rolled it from above and the dice went through it, and as the buttons never released for me I could just immediately pick it up and continue on

Solved the first magnetism level by falling down the pit and throwing the dice with teleport on high enough for me to just walk out on the exit side,
the second one I simply threw the cube up to the ceiling, again I suppose the button was supposed to turn off once the dice fell off but yeah, it didn't

Finally, changing the dice recall to be a teleport might bring confusion in the level with the blue wall and two pressure plates, as it made sense you were not able to simply recall the dice from the other side as it would move toward you and hit the blue wall, but if it teleports it now makes this level extremely easy (well, not that it was hard as I did exactly that but instead of recalling the dice through the blue wall I did it through the door which worked very nicely)

Would be happy to see a revisited version with more polish, could definitely be a fun experience !

(+1)

It was a joy reading your experience before and after the devlog. Hopefully the steam version will give you everything you wish (I promise we'll do something with the easter egg room).