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(1 edit)

I've played a lot of games like this, but yours is the most polished one I've seen of all. Very good job! And normally I detest move limits for puzzle games because I feel they discourage exploration and add unnecessary pressure, but in this game I felt the move limit played a subtle but still noticeable and positive role in the puzzles, discouraging aimless rolling around but not feeling intrusive at all, and even preventing a particular solution in the "5 and 4" puzzle (forgot which level was that, but because of the move counter you basically had to get the 4 before the 5).

Also, a very small niggle, but the dice movement could be a bit faster. Still, this didn't take much away from the overall experience.

(+1)

Thanks for playing, also good feedback on the speed, yes should have kept the speed maybe adaptive to the distance traveled :)

The timer is a bit controversial, in later iterations planning to hide it and maybe have a score system based of of it rather than it being a fail condition. 

Also saw your game on Mark's stream looks sweet, unfortunately the mac version shows up as damaged for  me :/

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Oops, sorry about that. To be honest I didn't actually playtest the Mac and Linux versions, I only put them there and hoped that there wouldn't be issues. I will look into it post-jam. In the meantime, you could try this and get back to me on whether it works: 

(1 edit)

https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html#do...

If the video doesn't work try the following:

- Open Terminal.app

- Navigate to the folder containing my game and use the "cd path_to_the_app_folder" command, e.g. "cd ~/Downloads/" if it is in the Downloads folder

- Run the command xattr -dr com.apple.quarantine "Roll Of The Dice.app" (including quotation marks and .app extension)

Sorry if you had to go through so much trouble, I have never used a Mac in my entire life. I should have thought twice about including the Mac build without playtesting it.