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(+1)

Ironically, while I enjoy puzzle games, I have only tried one up to now, as I concentrated on reviewing almost only submissions with few votes; let’s see this one. :)

Various comments:

  1. Since I have an AZERTY keyboard, some QWERTY keys are complicated for me, including minus (to go back one level) and tilde (to restart the level) which do not work (although plus does… A weird phenomenon I already knew, except for tilde, which is most unfortunate here XD). To let you know, it is possible to program with a physical identification of the keys instead of a symbolic/value one, which easily solves this problem. You are far from being alone in not having thought of it and you enabled the arrow keys, so only semi-trouble here (because I cannot easily restart a level). ;)
  2. Several entries thought of the concept of having a classic die have one its sides match some tiles apparently, but the lazer mechanic is nice. It has a Portal feel. :)
  3. I like the (square) confetti rain at success, by the way. :)
  4. At some point, I bugged (thinking the game did XD) and thought you had to put the lower face on the tile instead of seeing the right upper one. That was the silly story of the day. X)
  5. I agree with MrSquish that the tilting (when moving) was unfortunately ‘head-unpleasant’.
  6. Some turrets are deactived by the upper side, while some others are activated by it; I think it would be a good idea to differentiate them visually. Well, except if you want to make things harder for the player by engaging his short-term memory.
  7. Oh, multi-dice! Fun fact: I had thought of this possibility for my own game, and realized in hindsight that I could have implemented it extremely quickly. I was thinking less clearly under time pressure towards the end, I think. X)
  8. I think some transparency would have helped, sometimes; I am thinking of level ‘Junction’, where the red dice cover the end value at the beginning. Which is critical! (Especially for me who can only retrace my steps but not restart easily, once again. XD)
  9. One last side question: why did you put a giant central eye on the thumbnail? This is classic esoterism, so I am wondering if you knew or if you just had another idea (such as, a reminder of the mind). Gave me the chills!

To be honest, I skipped three levels (‘Junction’, ‘Happy 3rd anniversary Pekora!!’ and the final one) — partly because I could not restart easily and partly because I am already so slow at testing games because I tend to write thorough reviews in true nerdy fashion X) —, but as far as I can tell, the mechanics were varied enough, and I agree with hzzzln that the game shines through its level design. (As a personal comparison, in my case, I created thought-out levels first, but then had to rush it and my latter levels have a more tutorial/experimental taste.)

So far, I am aware of three puzzle games, and it is already very interesting to establish a comparison:

  1. Yours is the most accomplished in level design;
  2. DOS is the most polished / professional-looking one;
  3. Mine has the most original core mechanic.

I am glad there are such differences between our games and we did not end up all making the same thing. :)

(+1)

1. just kind of unfortunate since I was just using the simplest code possible for the controls since it's a game jam

5. I guess it was excessive, I can't really relate to people getting motion sickness from games and it was only a 1degree rotation for a brief moment. Wanted some visual flair of some sort but will try something else next time.

6. This is shown by the number having a large line through it diagonally

7. I saw a good amount of other games with this mechanic but they often implemented it poorly, such as dice not rolling if there is a die to the right (it should scan line to see if the space will be open after things in front of it move) or there just not being an undo button 

8. I agree

9. Mostly just to try and catch attention, when coming up with the name I was looking for rhymes, saw "mind eye" and changed it to mindDie

There were definitely some really poorly designed levels mixed in since it was a game jam and levels were hard to create / iterate. I need to find a way to have simple level editing in the future even when tiles have many complex properties.  The anniversary level and the last level are probably two of the best designed ones, it might seem like you can get softlocked but I don't think it's actually possible to even without undoing. (Another couple I thought were good were friends and separate)

I'll check out your game sometime soon. I hope to fix up the code in my game significantly and open source it in the near future. I used some pretty terrible hacky code to get everything working with the undo and it would be nice to have a good example of how to do it around (well, good by my standards, I'm sure there are plenty others that could write it better than me)

Thanks for the detailed review

(Checking back some answers I missed, I was so busy testing!)

Thanks for answering. :)

6. This is shown by the number having a large line through it diagonally

Oops, sorry I missed it! :s Tried playing (too) fast…

7. I saw a good amount of other games with this mechanic but they often implemented it poorly, such as dice not rolling if there is a die to the right (it should scan line to see if the space will be open after things in front of it move) or there just not being an undo button
Ah, for my previous game, I did program such a ‘prediction’ feature (although it was in relation to the player’s past self), and thinking about possible future extensions for the game, I realized that if you have objects moving in various directions at the same time, you can get very complicated situations, especially circularity! (A moves towards B which moves towards C which moves towards A, in a non-colliding fashion.)
Gives you food for thought if you want to add other independent moving objects. :)

There were definitely some really poorly designed levels mixed in

My recollection of your levels is only partial (since precision is key!), but I did not get this feeling. Maybe this escaped me because I had only a limited almost one-shot try at each! ;)

I need to find a way to have simple level editing in the future even when tiles have many complex properties.

How about Tiled? It lets you design tiled-based puzzles really fast and does include layers (I think you can set properties without using layers, but you may want to double-check this…). There are a lot of readers/converters available for various frameworks and engines (I see you used Unity, which is included amongst them).

(from the other comment)
also here are my favorite puzzle games from the probably 50 or so I have played

I don’t know if you’ve seen it, but This Is Jon feels very different from the others in its main mechanic (you play some kind of elongating snake/chain block). The game jam version is unfinished, but the final one has been released and I found it clearer (and rather hard from what I have seen!).

And Face Value (which you have seen) had nifty level design, but… they had four level designers. XD Life is (sometimes) unfair!

also here are my favorite puzzle games from the probably 50 or so I have played: https://itch.io/c/2645689/gtmk2022-favorites