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The dash changes everything!

I've seen multiple games on the jam where the distance of your move is defined by the value of the dice, all of them were, obviously, puzzles and I liked them. But what botherd me with that idea was how unintuitive the puzzles were, at times it felt like you're just doing random actions until the proper result would come and I didn't really know how to solve this issue from game design standpoint. 

Well, you did it! It finally feels like I am playing a puzzle game made for humans, not robots. Another popular puzzle idea was rolling the die to get the right value on the right square of the grid. It was arguably even more unintuitive, then the first one. Yet by combining the two ideas you have pretty much took the best from both words, the player still has access to convinient roll movement, and if you want to use dash you have to place the die on the proper side, solving mini puzzle in the process. 

Two movement mechanics are beautifully tied together. This is a game design gem! 

The best implementation of both ideas and one of the best games I've seen on the jam, if not the absolute best. Great job!

Thank you for the in-depth analysis, and I'm glad you enjoyed playing our game!