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Oh, this is your magnum opus of your 2023 Godot experimentation. It has a sleek design and just as sleek presentation. Well, I am rather surprised at how neat presentation is, with dull dice sound, little increasing score popups, the way dice idles with popping up sides, the tips on each screen start. Good job.

I am not a puzzle man so I am not going to play this after trying this, but I like how it has both short-term and long-term thinking. For short-term it colors tiles properly so I can sometimes just not think too hard and roll myself all over place. And in long-term you can either go for simple route that has the least values or actually predict the sides that the dice will be on.

Not sure if you have copied something you've seen but it is very neat and could appeal to some puzzle people. Not me, since I don't enjoy when each step and progress just means more of same puzzles, but yes.

I got used to keyboard controls perspective very fast, my Landstalker experience did not go to waste.

I will just say that for me the shaders would break and just show flat colors anytime there was a score. I also think it may do multiple scores popups if you move onto same new and old tile very fast multiple times. And numpad keys controls did not work for me for some reason.

Good job 2023.

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Also, the game sometimes (maybe always?) starts with the die partially obscured

Yes, for some reason the dice spawns incorrectly at the start. I will try to fix (but I am 100% sure that I had already fixed it and it was working correctly, I swear!)

Fixed: sunken dice at the start of the game.

I have added additional control schemes:

  • Regular keys GBVF
  • NumPad keys 9317

These will move to diagonals starting with up-right with G or 9 and continuing clockwise.

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Cool, but I think the controls are confusing, at this perspective? like why does the right arrow go down-right and not up-right, it never feels natural.

Hey thanks for giving my prototype a try!

And that's a very interesting comment! I actually did not change the arrow key controls at all after I implemented touch controls! And originally the left and right keys correspond to x-1 and x+1. You start at x0.y0 and end at xN.yN...

To make it match the touch controls, two keys should be pressed instead of one. I'm not sure that is better. Or I could move away completely from arrow or wasd controls but then that another bit of text that would need to go up, and I would like to keep text to a minimum...

A fuller game would allow for configurable keys. That would be the most correct thing to do I think.