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(+1)

First of all, great presentation. Just like Force Reboot, the usage of pixel art in a 3D environment here is superbly implemented.

The idea behind the main mechanic is interesting, but I wasn't a big fan of the execution, mainly because for the longest time, I thought the die face causing damage was the top one, not the bottom one. Considering I can't quite see any of the faces except for the top one and the front one, controlling which one hits the target was a bit finnicky.

Also, as every push causes a roll, the distance between the last target and the next one becomes the main deciding factor on whether I survive or not. Yes, I could manipulate its position to get the 6-face in there, but considering every time I move the tile becomes weaker, I don't feel very encouraged to do so - is it really worth to damage so many tiles just to get the perfect face?

Still, I mostly had fun with this game, even with these problems. Like some here have also said, turning health into physical, actual levels was a pretty smart idea, and one that was probably not trivial to implement. So basically, the main idea and the presentation were well developed, but some of the game design choices were questionable. Considering this jam only lasts 48h, it's still a pretty good result.

(+1)

Thank you for this feedback! Very helpful. Yeap, this roll manipulating thing is a big problem. I've got some ideas how to fix it but unfortunately it's 48h and I didn't have the time to impliment it.