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Ah the good old cube puzzle format but with clever twists.

The underlying mechanic of picking up sides that control the dices moves is really new and works well. I think though the isometric layout doesnt suit itself to good to the controls. A simple grid may have been better just for easier control of the rolls. Its also quite hard to make out where each side currently stands. Also the level design could be a bit more tight - there were many levels that i just won without really noticing and not making many moves even though the level seemed quite big.

But overall i think the idea is definitely one of the really good ones we had for that kind of game! Just the presentation and layout dragging it a bit down - but overall really nice.

Agreed on both counts, and as I said on the game page and some comments already, this is entirely due to lack of time. X)

The latter levels were conceived in a rush and reduced to tutorial / proof of concept. (And I confess at least one mistake, in level Minefield, where the lower-left sunny tile should be placed one tile away.) On the contrary, Face Value has very good level design, but… these guys were four level designers. XD Kudos to them, but be understanding of the manpower/time issue!

mindDie, on the other hand, has good design with a single designer (who did not even use a level editor).

Actually, each puzzle game I saw had its strengths and weaknesses. I think mine has some originality, which is what I strove for; the initial brainstorming took me a lot of time, and resulted in less for the final level design. I admit I could have even better managed my time and come up with a better game, though, but that’s how things went. I would say the current game is somewhere in the 75%–85% range of what I originally intended, which is fair. :)