cool idea, and it's a good choice to have the player choose which dice dictate the position/type of the next block. however, your jump is far too short and heavy, and it felt tedious to roll dozens of times to finally get a level that catered to this. springs are also strange - normally i'd be fine playing a platformer with spike blocks that have the death hitbox stretch beyond the spikes - but i kept getting stuck underneath or beside springs in specific level layouts. i can imagine an easy fix for this would be to edit the collider and make another collider underneath it that acts like a grass/dirt block, but i understand the corner cutting since that's basically the definition of the game i submitted.
snepsr
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yeah, long story short i had these unused tags which were originally intended for other types of blocks you could place down and remove, and ended up re-using them for dice and altars so that you can't place stuff on them. i only realised after i submitted that this also meant that dice and altars could be removed, so thank god i implemented that restart option! it's cool that you enjoyed the game and commented, i was also considering expanding on this concept in a future project.
wow, that was really good. while this type of bloxorz/htwins-cube-roll puzzle game has been done to death in the jam, this deserves major credit for providing an intuitive visualization of the dice. at first it's like trying to understand four dimensional space, but then it just becomes brilliantly clever, and was probably the best rendition of this type of game i've seen yet, mainly because of it. i dunno, that aspect just really stood out to me. other than that, gouda level design and atmosphere as well.