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Really enjoyed it. The die being programmeable was cool. So too was the way that physics was used to distinguish it from being a grid-based system in disguise. By this, I principally had in mind that six jumps of “size 1” were very different from one jump of “size 6”. I ended up solving the three-tiered puzzle (pictured in ollie_d’s reply) in a wonky way, same too with the T-shaped puzzle. I couldn’t beat level 13. All the same, lots of fun. I would have been proud to have made this.

My one suggestion UI-wise for if you develop this further, is that when you reset the level, have the highlighted face of the Die-agram stay the same as you had before, rather than jumping back to being the one at the “centre” of the net.

(+1)

Thanks for the feedback! Level 13 is an outlier in terms of difficulty and I wish I had made it slightly easier and more fair, but there's obviously not a lot of time to playtest during a jam. If you really want to go back and finish the game (there's only 14 levels so you were almost there), I accidentally left a debug button in the game that lets you skip levels by pressing f12. Whoops.