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(+1)

My favorite parts were the fourth wall breaks and insight into the design of the game. Overall, the core mechanic of solving puzzle rooms with a specific ability used in a specific way, but not being able to choose to use that ability at will feels bad. I've solved this puzzle; I know what ability I must use and how, now I must stand here and wait for the die to allow me to use it. It seemed like picking it up at a certain angle, and then dropping it at a certain angle, would allow me to force it to land on a specific face, as the simple drop didn't allow it to roll, but that would only work for situations where I could simply drop it, without the need to throw it.

(+1)

Certainly the weak point of the game :D Damn dice. You probably heard this from the companion dice himself, but I added some artificial roll assistance depending on the room you're in, but I didn't have enough time to refine it and make it half way decent ><