Very satisfying gameplay loop.
alion8me
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This is a nice concept, although I feel like it's been done a lot before. (Although that may just be my distaste for this style of game in general.) The implementation is pretty good, there are a few improvements you could make (ability to switch order of directions without deleting a bunch of them is one I wished was there) but there was of course the 48 hour timeline to contend with so these issues are understandable.
Like others have said, I really wish you could pan the camera. The levels are already trial-and-error enough without the inability to plan ahead compounding that.
This is really polished.
The puzzles were more trial and error than I personally like, but I think that was unavoidable given the subject matter.
I was confused about why you didn't use the mouse for input at first, but I realize now that grid based controls prevented positioning from being too frustrating.
The concept behind this is really cool - I don't think I've ever seen anything quite like it before and it could be really fun as a full game.
Unfortunately, there were relatively few interesting decisions to make during my playthough, as the solution for how to use your dice rolls optimally was usually obvious (I say it this way because I got trapped on the map and couldn't do anything - I'm not sure if I made it to the end or not.)
Very nice puzzles, especially given the 48 hour time constraint. At first I was worried that it would be too similar to Baba is You, and although does feel similar, I think it justifies its existence by its differences.
Minor nitpick - in Sokoban-style games, player movement should probably be confined to the grid the blocks are on.
That was pretty funny, how every sound effect was voiced. I feel like I've seen that done somewhere before, though it's certainly uncommon and it worked well here.
Something that I thought was a nice touch that no one else seems to have commented on yet is how the aiming line appears and gets longer when you fail a level multiple times.