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Your capsule art shows a turn tile and it's a shame that didn't make it in, but it's a good idea.

Art and polish, all very good and I like the sound and music, too.

Other dice rolling puzzlers have used a 45 degree perspective and this not using one does leave the player with less information, but also seems to make the visuals more clear. Still, I didn't really find myself struggling so maybe it's not needed.

Puzzles that involve rotating the cube into a particular configuration shouldn't generally have long runs like in level 2. It basically reduces to the puzzle shown below, but forces more button presses before trying solutions. Reducing the level sizes would focus the game on the fun part (trying to figure out the right move) and less the tedious part (testing the solution) while still teaching the player lessons like how to rotate a die given four spaces.

BTW, that was a super cute credits sequence. Loved it.

(2 edits)

I was thinking of using isometric perspective, but I thought it'd be more confusing since you can't really tell which direction is up or down, however this somewhat reassured me that it could've been a good idea. Thanks for the review my dear friend. The long lanes weren't really added for the tedium more it was added to match sides correctly, in level 3 there's a long lane at the start because having the starting tile closer allowed for an exploit, frankly it could've just been fixed by being able to set default dice rotation and having one-way movement tiles, but I didn't have enough time.