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I took it down since the challenge set is implemented with a c++ library (currently) not compatible with html5 export. I will try to resolve the issue by rebuilding Godot against the library and hopefully get a fully functional html5 release.
This is intended. If you have played the challenge in the original game, this should be pretty straightforward and easy to understand.
If you have not yet played the original game: Impossible puzzles are only generated in the "select 1 in 3" parts where there are 3 horizontally aligned puzzles with similar elements, but only one of them is solvable and you need to find which one is solvable and solve it to proceed.
Warning: we have found a bug that causes memory leakage. The game might freeze in a late stage (~1h of gameplay) due to insufficient memory. Since we cannot modify our game build, we have uploaded a fixed version at https://alith.itch.io/dice-evolution-post-jam-build. This post-jam build only fixes the memory leakage problem without changing other things.
According to the regulation of the jam, please do not use the re-uploaded version to rate this game. Please only use the original version for rating.
Thanks for the report. We have managed to fix it. The fixed version is uploaded to https://alith.itch.io/dice-evolution-post-jam-build since we cannot change this game during the rating period.
The memory leakage comes from the script that removed nodes without queuing them free. Godot does not free a node unless it is explicitly told to be free.
This is Alith, one creator of the game. As a puzzle creator, we tried something different in this game jam. This game adopts the concept of "deck building" on dice faces (partially inspired by the game Luck be a Landlord) and combines the idea with a resource management strategy game.
I personally really enjoy the game idea. We originally designed a harder version with scarce resources and that requires careful decision-making, but we ended up with an easier version (it looks more like an idle game now).
I proudly invite you to try out our demo. Be sure to tell us what you like and dislike about the game.
Thanks for reporting! It is a bug as the regions are not correctly calculated after we updated the puzzle validator. It affects all ghost puzzles.
It has been fixed in version 1.01, please download the updated version above. Thanks again for the bug report.
Maybe mandatory sacrificing is a good thing to encourage players to think out of the box?
BTW, is it favorable to group levels according to their "solving strategies" to make learning more progressive (i.e., learning each strategy individually before entering levels that requires combining multiple strategies)?