First time doing this jam, was fun to work within these confines! :)
Cheers to everyone who participated!
Regarding how the player will jump between walls, it’ll likely be a combination of a 0 gravity Rigidbody and coding the script. When the player jumps, it’ll apply a force away from the surface they are on, and when the player touches the opposite surface, it will reorient itself (possibly using normals?) to “stand” in the surface.
In scenarios where gravity is required (which might not necessarily even be used in the game), I’ll likely build a custom script to allow gravity in any direction, although it’d really only be used in the 4 cardinal directions.
I want to try and avoid Rigidbody’s built in Gravity system, as it only works vertically, whereas the solution I implement should support vertical and horizontal gravity.
As for other mechanics, I’ve definitely got a few in mind that could definitely lead to some interesting puzzles, such as the more typical electricity and moving platforms, as well as some strange mechanics too, like player death mechanics.
Unfortunately, I’ve not got many details to share on how these will be fleshed out, but I don’t imagine these’ll be too difficult to implement.
Thank you so much for playing my game, and I am very glad you liked it!
For the art/visuals, I was indeed trying to deliver a style that is reminiscent of Monument Valley, but using more blocky patterns, because of the whole dice theme.
Regarding the level select buttons, I probably had time to make unique icons, but I panicked and decided against it because of the looming deadline.
The next level button having a shortcut is an idea I should have absolutely considered, but I didn’t end up thinking of.
If I decide to continue this game, these changes would be the first ones I would implement.
Thank you for providing this kind of criticism, as it helps me figure out what to iron out in any future game dev adventures. Cheers, and have a splendid day/evening!
(By the way, how did you find the controls of the dice? I was worried that the isometric perspective might render the controls unintuitive.)
Thank you for playing! I agree that that the cursor is absurdly large and will likely fix this when the jam review is over. As for music, I apologise and had something ready but cut it before posting because it was rather irritating to listen to and didn’t fit the game at all. I might try to create some better music post-jam. Once again, Thank you for playing!