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Congrats on finishing your game!

I encountered the controls bug someone else mentioned. My first play I couldn't do anything because I tried to check the description again and it broke the keys. Weird bug! Fortunately, I was able to refresh and try it out. 

I really like your premise here - I was chuckling at the line "you are an entropy goblin", well done. However, this game was almost unplayable for me. Everything was just too small and the colors were too similar. The orange/red gems looked too similar, as did the green/yellow ones. The dice were all too small to be able to read without hyperfocusing on them. When you have so much important information on the screen, it needs to be easily readable at a glance. You've got so much unused screen real estate - use it! Make everything at least twice as big. Maybe 3. Maybe more. And turn up the saturation on your colors. You want everything to be readable and quickly so the player can spend their time strategizing instead of trying to read the screen. And while this is a game jam, it's best practice to avoid things being identified solely by color as this might make the game unplayable for those with colorblindness. Try to get in the habit of associating accessibility with any time you think of the word 'color' when designing. But this was a jam, so understandable if you didn't have the time to work out a solution for that. 

I liked your art a lot, i just wish it wasn't so tiny! Well done on this. I hope you keep designing games because this has some interesting interactions going on. Keep making games!

Thanks for the feedback! I didn't play the game full screen during the jam, and realized after submitting that it wouldn't stretch. So yeah that's something to improve. The art is not mine, but I'm glad it looks cohesive.

I agree that accessibility is important! However I will point out that nothing in the game is identified solely by color: the dice have colored outlines but are mainly identified by the number of pips, and the color of the gems is determined by the room they are in, which have 1 to 6 pillars arranged to match the die faces. The game is equally (un)playable in black and white.

That said, you're clearly not the only one who didn't make the connection between the physical rooms and the die faces. The pillars were literally the first thing I put on the screen, so it never occurred to me that people wouldn't pick up on their significance. I should have asked someone to playtest it during the jam. Lesson learned for next time!

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Thanks for the in depth reply! 

To clarify - the small dice were equally hard to read. Both the color and the size made them difficult to read. 

Clever bit on the rooms though! Totally missed that!