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Chaoticinsignia

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A member registered Sep 09, 2016 · View creator page →

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I'd say one thing to consider is where you want the puzzle to lie. If the puzzle is figuring out that you're traversing a 3d object, then it's probably fine to keep it obfuscated initially. If that is just meant to be a common mechanic, then it should be made fairly obvious immediately.

I think one idea would be modifying the transitions between rooms to better "suggest" that you're traversing a 3d object, making it look like the previous room rotates away from the perspective rather than panning off and giving the impression that you're traversing some non-Euclidian flat plain.

I think the hint text in room 6 is a clever idea to get the player to think about the solution, but the button to solve the room is right next to the door you need to leave through, and solving the room gets rid of the text. I'd make it so that the text stays around even after the room is solved so the player can't accidentally delete the hint while just waltzing through.

Another idea would be to create an early puzzle that "forces" a player to circle between 3 rooms? Like having to transport an object between them or something; the solution wouldn't even have to involve the rotation, it just needs to be made obvious to the player in that moment that something weird is going on with the room orientations (this would be a good place for the room 6-style rotating text hint).

Just some ideas. I've never made nor do I plan to make a puzzle game, so take them with a grain of salt. 

I enjoyed the puzzle and the presentation. I'd argue maybe the "finale" could have been better telegraphed with some of the visual aspects, but since it's constrained by jam timelines and the entire challenge revolves around that one factor it's probably not worth fussing over in its current state. Good job!

One thing I really appreciate about this entry is that you can see the impact of the RNG; because all of the numbers you didn't roll are grayed out, you get a sense of how much the rolls matter, rather than if the RNG tiles were the same brick sprite and you just had to guess what was randomized.

There's definitely room for some spice to be added to the gameplay, but in terms of the "randomized levels" subgenre of this jam I think this is one of the better implementations.

Really solid idea, and really solid implementation. Fun to play, and lightweight enough that you won't mind trying over and over again. If I were trying to be overly-critical, I'd say that the initial speed is a bit fast and it might be better to start slower and ramp up the speed, but because it's so quick to restart and get up to 15 points it's really not an issue. Good showing!

I like the concept as a short jaunt, I think the randomness lends itself to shorter playtimes than longer ones (which works well in this case). Sometimes the die's arc wouldn't match the predicted arc at all, which was a tad frustrating, but overall I think this idea has potential.

I really appreciate that the spells were designed to each be different and useful in a specific scenario; I ended up using each ability at least once. Also, the balancing of the damage and enemy health was excellent. The attacks felt satisfying to use, and the levels didn't turn into long grindfests.

Fun little timewaster, and I don't mean that in a pejorative way. There's something deeply satisfying about seeing a number climb up to ridiculous levels, especially when there's a real element of skill involved. My one criticism is that the audio mixing between the background music and the jackpot sound is little rough, but otherwise I think this is a perfectly serviceable little game and I could see myself spending a bunch of time on it.

It admittedly took me one attempt to figure out what the gameplay loop was meant to be, but after that I found it to be pretty fun as a fast-paced recognition test. Great artwork and sound as well.

I like the aesthetic, and the challenge was a good match for me. I appreciate that there were multiple mechanics introduced in a 48h jam game. My one critique was mentioned in another comment, I think there should be some kind of feedback when you activate the number pads - some kind of sound, or the pad changing color or something. But otherwise, I think this is a solid piece.

Really clever idea, good writing, and a nice visual style. I think it worked well as a bite-sized jam piece, but I also feel like the core idea has legs enough to grow outside of the constraints of the 48 hours. Overall excellent!

Baller banger extreme. Fun idea, well executed.