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cool idea, and it's a good choice to have the player choose which dice dictate the position/type of the next block. however, your jump is far too short and heavy, and it felt tedious to roll dozens of times to finally get a level that catered to this. springs are also strange - normally i'd be fine playing a platformer with spike blocks that have the death hitbox stretch beyond the spikes - but i kept getting stuck underneath or beside springs in specific level layouts. i can imagine an easy fix for this would be to edit the collider and make another collider underneath it that acts like a grass/dirt block, but i understand the corner cutting since that's basically the definition of the game i submitted.