Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Thanks so much!

I want to try redoing the tutorial, not in terms of content but in terms of conveying things to the player. I think it's a pretty good ramp up in terms of introducing rules and difficulty, but I'm unsure how I could go about instructing the player without a text dump at the beginning of each level. I tried to keep the text minimal and give it a bit of flair, but wondering how I could make it more accessible by limiting it more or adding better in game hints about how things work.

I know exactly what you're talking about with stacking dice, and I'm honestly torn on solving it or not. It feels like a funny troll to me when it happens so I'm tempted to leave it in. It's similar to a physics quirk with the barrels - often you can get a die to land on an edge and it'll just barely have enough force to make it fall into the barrel correctly giving you a tense "will it or won't it" feeling. I have thought about going down 1 of 3 other paths for the stacked dice: have it count as a success if it's valid, give it a nudge so it falls off instead of just sitting still, or add specific levels that are about stacking dice in a proper order. I definitely don't want to have it count as a fail in the normal case, as it would likely lead more to frustration as you described.

I was originally annoyed that you could cheese the barrel/bomb levels by spinning the dice in the corners, but I think if I sped up the spawn timer that would help balance it out a bit without removing the strategy there.

Could you change the top side of the collider of a grounded die to be slightly curved/convex and lower the friction to near zero so that a die naturally slides off if it happens to land on it? Might be way more trouble than its worth try in a jam game

I should be able to do something like that - I'm thinking I'll just set add a specific collider for die on die collisions that's either a sphere or a rounded square.