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Hey Ted, thanks for your review. Many good points there. About the themes, yeah, there were a bunch of ideas I ran out of time for that would tie a lot of things together, including the title. I guess I got too ambitious and bite more than I could chew. There were several enemies themed around casinos, magicians and stage plays.

I’m a little disappointed I was not able to communicate the roll the dice theme better. The only way to score in the game is via the falling dice and you need to roll them to get them into the largest multiplier bin (in the center) and with the largest side facing out.

I was not expecting you’d check some of my other projects but I am glad you did and you are absolutely correct. I have been learning Godot over the past 18 months so a lot of my projects have been self-imposed challenges in all kinds of generes, styles and mechanics. And they are all jam projects where I have been trying ideas and also seeing what people like or dislike. I feel like now I am well positioned to be able invest in a larger project where I can compile what worked in these jam projects and move it forward however I want now that I have the technical skills to do that. I am still undecided so any ideas will be helpful. Also, what’s your favorite game? I did take notes of all the ones you mentioned in Discord and I want to know what is that would please hard critics like you. And if you have any book or other resources I’d also be interested in learning about those. So far I’ve been working with “a theory of fun” (r. koster) and “game design workshop” (t. fullerton), and “understanding comics” (s. mccloud).

This is the video that got me interested in game design:

Jon Blow sets a really high bar for design, but I'm always trying to approach my designs this way. It changed my perspective from "how can I contrive a bunch of stuff and make content" to "how can I discover what's interesting about thing I'm making, and then change the design to bring out what's naturally good about it."

I designed all of my puzzles in my first game, Mooselutions, this way. I think it also applies to other game genres. You have to play your games a lot to understand what's really happening in them.