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Some on-the-fly observations; otherwise, I tend to agree with many other comments.

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  1. Small detail: I would have put the cube indicator a bit further to the bottom right. (By the way, it reminds me partially of my own UI indicator! XD)
  2. A lot of cute details, such as the hearts that can be either happy and beating or grey and sad/drowsy.
  3. The rotating dungeon concept reminds me of the rotating dungeon (Sky Keep) from Skyward Sword. Although said dungeon looks simplistic compared to the one here!
  4. Little bug: after pressing a button to rotate a cube’s face, the current sub-cube stops flickering.
  5. Hey, I discover by complete chance that you can actually push the enemies, too. Funny, is this on purpose or a mere unintended side effect?
  6. Would you believe that I reached the King’s Die by chance and quickly? :o XD

I think your idea is great, but it would require extremely refined crafting of the dungeon’s architecture so that the player does not get lost and can circumnavigate the cube in a logical manner towards the objective. Quite ambitious for a game jam! Actually, I think you could have taken a 2x2x2 cube and already design a more workable yet challenging dungeon.

An original and audacious entry! :)

Question: so, what is the big deal with Probs’s behaviour? What’s the epilogue?