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(6 edits) (+2)

I'm a sucker for Zach-like games and I enjoy optimizing the heck out of them even when I'm really bad at it. I dig this concept quite a lot and I would like to see it expanded upon,  such as more tools/mathematical operations, heck, maybe different die types (D4, D8, etc...) could be involved. Imagine the optimization complexity this could lead to!

One thing I would've liked though is for the input/output to be more visually distinct, I've laid out the conveyors multiple times in levels only to realize I've done them in reverse (mainly because I subconsciously assumed things would move left-to-right).

Another major issue I've noticed is that dice sometimes get stuck for no reason when they should be moving. I can't always replicate it because it happens at random and is very inconsistent. It was most evident in the finale so I had to wait a lot most of my die couldn't move across the pipeline.

I took an image of a time my dide got stuck, the two snake-eyes die on the upper layer of the conveyor belts never moved, but the ones that reach the far right side do. Keep in mind that this was very inconsistent, and the places they get stuck at were different each time I reset the simulation, so I don't think I missed something in the ruleset?

I don't want to sound like I'm only complaining, I just really enjoyed the concept and I would really love to see more stuff done with it. Amazing job. <3

Thanks for the review!

If I had extra time (another day or something), I would absolutely look into implementing more dice and whatnot. (One of the initial concepts was built around D20s...)

The input and output not being visually distinct enough has been a recurring issue, yeah.

The 'devices keep breaking' thing is a bug. I haven't been able to pin down what causes it (although I do have a couple hunches related to how tile breaking is managed), but breaking and replacing the offending tile seems to make it work again... although placing tiles seems to move the issue to other tiles, which usually leads to just rebuilding entire solutions. I didn't have enough time to track it down after finishing making the game's content, unfortunately.

Sorry about the game breaking for you, but I'm glad you still ended up enjoying it!