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Pretty fun! There's definitely room to play around with this concept. I think there could be a good amount of depth here if you developed it further. The standout puzzles are the ones where it's advantageous to keep the dice around longer to go for a "chain reaction" of solving dice. I also like how you solved the problem of  displaying the non-visbile sides of the dice.  It works well.

In a sufficiently big room  (like the last one), you run into as problem where I can kind of just randomly roll around until the numbers happen to align, though (I did end up beating level 8 in 16 moves, which I thought was pretty good!). Maybe that could be solved by having a "health meter" of some kind that depletes a little on each roll.

I would also say that, for the music, probably would just be better off without it rather than a simple two second loop. It grates after a while.

Thanks for the great critique. You pretty much summed up my thoughts on the final product. I certainly wish I had more time for level design but creating levels with interesting optimal solutions turned out to be pretty time consuming. In the end I pretty much just threw together something, tweaked it a little bit and hoped for the best. It would be interesting to take this further and see what could be achieved with proper level design. 

I felt that a step target would be better than a hard limit since coming up with an effective solution requires quite a bit of tries and/or thinking ahead. And I hope those who are not willing to put in the effort to learn can still enjoy the chaos.  I apologize for the horrible music, there is definitely room for improvement on that front. I thought about leaving it out but ... I didn't.

Great job on level 8 ... but you could still do better. I have also played the levels after submitting and found that there are a lot more optimal solutions for the later levels.  This is just a heads up for those who are interested. I'm looking forward to hearing your best results.