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A jam submission

very good gameView game page

Submitted by demqn — 13 minutes, 39 seconds before the deadline
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very good game's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#44582.0733.167
Enjoyment#46241.8552.833
Overall#47841.9282.944
Creativity#50301.8552.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
you are a dice that rolls

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted

(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)

expanding upon tz_enterprises: what’s worse, the menu hint associates obstacle 1 with 3, and 3 with 1; not very serious since the numbering is arbitrary, but let’s keep it as simple as possible ;)

nice settings/options submenu, not yet seen such a developed one in any of the games I played!

I notice you made the music yourself; nice

the retro/pixelated art is simple but nice and clear

EXCEPT a bit hard to tell an ending tile from an acid tile, maybe add something on the ending tile

the main moving mechanic is akin to that of DOS[][i] (where tiles can be numbered)

the 2D top view makes it harder (than a (pseudo-)3D one) to assess the current configuration of the die, although the leftward pattern does the job (diSe[][i] uses a similar representation, although inverting the lateral sides). I suggest a 3D/perspective representation of the state of the die might be better (I let you judge; I used one).

using the lower side instead of the higher side as the ‘active’ one may be harder to see; not sure and not very serious, keep your convention :)

no key to go back to the main menu?

misspelling: ‘REMANING’

some bugs, apparently: losing for no reason on a standard tile while still having available moves, in level 2 (in the center of the beginning square and going leftwards from in front of the acid)

I did not solve everything for time reasons (still an awful lot of testing[][b] to do!!), but the game seems to have a fair mix of difficulty levels.

About difficulty: level 1 was essentially a tutorial level; had a hard time in level 2 (which I quit), but solved level 3 on my first attempt. Had some trouble for level 4 because the move count is short/tight, but solved it on a semi-intuition. Quit level 5 after some attempts (I confess I am a bit too tired to really work it out seriously… ._.); sounds reasonably hard, both in architecture and move count.

maybe add some more sounds?

Different graphics for level 5, so you tried to provide several ‘themes’/environments! :)

This is a coherent puzzle game, with minor drawbacks. It may be simpler than several other puzzle games in the jam in its mechanics. Had a good time. :)

Submitted(+1)

I agree with SMURF_GAMES on every point. I would like to add that it is a bit hard to remeber what obstacle requires what number. I wish that there was like a legend in game telling you all the time, or perhaps the sides of the dice could be color coded to match the obstacles.

Submitted(+1)

It realy is a good game. I was suspecting something worse after no screenshots and that name. You should add the explanation of what to do to pass the lvl in the game instead of the menu. The thing you should add is saving settings after win and directing player to pick another lvl after win, not main menu. The art and sounds were realy good. It was hard because once you play you cant go back to see what number should be on what obstacle. I like the mechanic of showing player the parts of dice he cant see.

Submitted
I like the mechanic of showing player the parts of dice he cant see.

As a complement, I know at least diSe did too. Also mine (using a different depiction) (I hope I don’t sound self-serving, there :p). Maybe other games did; I tried some puzzle games, but certainly not all. Many solved this by using the combination (pseudo-)3D + classic numbered die.