Hey, so the ratings on my game came in (also want to say that Dicevania ended up being my favorite jam game this year (second favorite is ThubyDev's Dicetris)), and I'm kind of surprised and disappointed about how weakly my game performed -- I've submitted 7 games over the years to these 6 GMTK jams, and this game performed the weakest out of all of them. So in that comparison, I'm more perplexed than anything (because there's no way this game is worse than my whack 2018 game (54th percentile vs 42nd) ), and the feedback from other people doesn't really elucidate much. My main working theory is that people are getting stuck at the second major area of Block K9 because the HUD element in the button right corner makes it look like a wall, and I've now seen three people plus myself make that mistake. But even so, that doesn't seem to explain comments like "You can just spam space to move forever", which is a comment that implies they played the game for all of 30 seconds.
More or less, I'm just trying to figure out -- is the game boring (lack of variety in environments, enemies, and mechanics), unfairly difficult (enemy movement patterns are unclear -- appear to have AI but don't chase you and there are no markings to their paths, plus even with perfect strategy you can still fail, also the screen is too zoomed in to see certain enemies at times), or is the mechanic itself not super interesting? Or is the problem more just that people probably got stuck early, quit, and gave the game a bad rating because they didn't understand it as a result?
I ask because it seems like you got the farthest in the game, and I want to do some major updates to this game (upgrades like being able to hold a die, mini-map charting rooms visited, full screen for more view distance) and I'm trying to figure out what to focus on.