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AutisticDevs

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A member registered Dec 19, 2016

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thanks so much for your comment, I made it work for joystick, but I was figuring how I could make this work for mobile, I though of having one finger for movement and the other for drawing the bow/aiming, but not sure how it would work with the range, I wanted this to be played in portrait instead of landscape (like archero), thanks for the suggestions I'll make sure to attempt

thanks for the warming feedback, I really appreciate it

I loved the way your comment was presented, very rich and thoughful, thanks for spending your time and giving this feedback! also I loved your game haha

thanks so much for the feedback, the archer is OP for sure haha, but its also a difficulty level that makes you rage to get better

The core fantasy is instantly readable and streamable: lava rises, you climb, coins and high scores keep the loop going. Using a focused Craftpix character + dungeon tileset is also a clean jam approach — simple asset scope, full playable game. Visual Design is one of the stronger parts: cave platforms, stalactites, lava warning UI, and character animation all sell the danger well.

On theme (Ten / Celebrate / Level Up), I struggled more. The page explains Ten as “10 buttons/options,” Celebrate as high scores, and Level Up as climbing higher. Climbing/high-score celebration is fine, but Ten feels stretched and Celebration/Level Up never become strongly readable systems beyond score chasing. Making Ten literal (10 floors, 10 lives, milestone every 10 coins, etc.) would help a lot.

Gameplay Experience is fun once you learn to read paths, but procedural spacing + head-bonk collisions often punish the climb fantasy itself. Since survival depends on upward flow, generation needs more guaranteed jumpable routes. Still a solid GDevelop submission with a clear hook and good presentation. Nice work, Vishwajeet!

Floor is Lava has a strong simple idea: keep climbing while lava rises through a procedural cave and chase your best score. I liked the Craftpix look, the lava warning banner, coin pickups, and especially the online high-score board — seeing other names on the leaderboard makes retrying feel worthwhile.

What worked:

- Clear “climb or die” fantasy

- Good use of Craftpix character/tiles

- Satisfying high-score chase once a run starts clicking

- Nice platformer presentation for a focused jam build

Suggestions:

- Tune procedural generation so every seed has a climbable path matching jump height/width. Some layouts felt impossible or forced awkward detours.

- Soften ceiling/head collisions — bonking an upper platform and falling into lava is very punishing.

- Add WASD support (or show arrows-only clearly on first launch). I expected WASD from the controls text and had a false start.

- Consider light meta progression (temporary jump height, coin magnet, slower lava) so early deaths teach systems instead of only restarting.

- Make “Ten / Celebrate / Level Up” more visible in play, not only in the jam writeup.

- Fullscreen/session behavior got sticky after some browser storage interactions; a clean Exit/Back to page button would help.

Once I started reading gaps carefully I got a better run and landed on the leaderboard, so the skill ceiling is there. Polish the generation fairness and this becomes a really addictive short climber. Great work!

Hey! I'm posting your video towards your jam page and game page as well!

I have published the video at your jam page and game page as well, awesome submission!

TEN MORE ORE! is a really satisfying mining game. The rope rule is the star: it’s your lifeline back to the surface, it limits how deep you can go, and hanging means you can’t dig sideways — so tunnel planning actually matters. Trading exactly 10 ore for pickaxe / lamp / rope upgrades makes the loop addictive and easy to understand from the first minutes.

What I loved:

- Clear Ten + Level Up theme integration

- Strong swamp atmosphere and underground lighting

- Upgrade balance that stays meaningful for a long dig

- Frog shopkeeper / “YOU NEED TEN ORE” fantasy

- Motherload-like digging with a fresher rope-first twist

Suggestions:

- Make the Heart of the Swamp payoff clearer (ending screen / confirmation when found). The directional signs and late patterns are intriguing, but I wasn’t always sure whether I’d completed the goal.

- Soften accidental Down inputs — one mis-tap can strand ore behind a shaft and force a longer detour.

- Optional walk/mine animation for the miner would help first impressions (I stopped noticing later, but it felt odd early).

- Clarify ore types/values a bit more (white vs blue/gold/red) so first-time players know what to prioritize.

- Fullscreen from the web embed was a bit fiddly; a more reliable fullscreen path would help.

Overall this feels polished, immersive, and theme-perfect. I kept digging long after I “got” the systems. Great work to Seb Heinrich and Simon Blüthner!

This is a very strong theme read. “Ten” is baked into the economy (trade 10 ore to level up), Level Up is the whole shop loop (pickaxe / lamp / rope), and the swamp celebration fantasy gives the dig a destination with “Find the Heart of the Swamp.” That packaging is clear on the page and clear in play.

Gameplay Experience is excellent for a jam mining game. Being bound by rope length, unable to dig while hanging, and forced to plan shafts makes every tunnel feel intentional. The upgrade curve also feels unusually well balanced for a short jam — mining power, light, and rope all stay relevant as layers get harder.

Visual Design and atmosphere are great too: swamp surface, darkness underground, lamp radius, and the froggy shopkeeper give the build a lot of personality. Keyboard-only controls are also a smart accessibility/controller-friendly choice.

Jam-side notes: the ending/heart discovery could be clearer (I reached deep content and signs/patterns without being fully sure I’d “finished”), and accidental Down taps can soft-trap ore behind you. Still, this is one of the most polished mining submissions I’ve played in the jam. Awesome work, Seb + Simon!

10 Seconds To Die is excellent. The fantasy is immediate: you only have 10 seconds, you die a lot, and every death feeds a satisfying upgrade shop. I loved unlocking jump first, then run, then coin multipliers, then the gun, and watching routes open as my stats climbed. It feels simple, direct, and perfectly tuned for short jam sessions.

What stood out:

- One of the best Craftpix presentations on the submissions page

- Extremely clear Ten + Level Up theme read

- Upgrade loop that teaches controls naturally (WASD → shop → shoot)

- Strong 1-bit art, readable rooms, and cool later encounters

- Clearing the game after farming felt genuinely rewarding

Suggestions:

- Coin Multiplier is very strong — maybe soft-cap it or raise later costs so combat/movement upgrades stay equally tempting.

- Allow run + shoot together more cleanly; aiming from the character’s current position instead of click direction made some rooms fiddly.

- A tiny jump-cut / variable jump feel (release to stop rising) could help when jump height gets huge.

- Bump default audio a little; I had to raise volume to hear it well.

- Optional: show a “best clear / min spend” or speedrun-ish tracker, since the economy invites optimization.

Overall this is simple, intuitive, and theme-perfect. I had a blast. Great work, SinsRay — this one deserves a strong finish in the jam!

This is an outstanding theme package. Ten is literal (10 seconds of oxygen), Level Up is the whole loop (die → spend coins → return stronger), and the short-run structure makes the idea readable in seconds. That is exactly the kind of Story & Theme Integration that stands out on a jam page, and the Craftpix 1-bit sci-fi kit is used with real confidence.

Originality and Gameplay Experience are both excellent. The “Johnny Upgrade” style progression — unlock jump, then movement, then gun, then push routes you couldn’t reach before — is intuitive and addictive. The submissions cover art also does its job: this was one of the first entries that grabbed attention visually.

Visual Design is top-tier for the jam. High-contrast 1-bit presentation, clean HUD, and strong boss/creature silhouettes make it feel polished and streamable. Audio is good too, though a bit quiet by default.

Minor jam notes: Coin Multiplier snowballs extremely hard, and shooting while moving aims from current position rather than click direction, which can feel awkward in later rooms. Neither stopped me from loving the run — this is a high-placement contender. Fantastic work, SinsRay!

reach me in discord: Megafuji

omg I loved seeing you play, it was really fun and I laughed a lot! I really think we might have gone too far with the difficulty, perhaps removing the boss spawning creeps would be enough, its very hard already without it haha

The Last Party has a fantastic hook. Defending a medieval celebration while guests keep dancing in the background is immediately charming, and the loop is easy to understand: clear waves, visit the upgrade vendor, level up, push to wave 10, celebrate. I liked the atmosphere a lot — torches, low-poly crowd, arena layout, and the sense that the party is still trying to happen while monsters pour in.

What worked for me:

- Clear Ten / Celebrate / Level Up fantasy

- Upgrade choices (attack damage / health) that meaningfully change later waves

- Strong mood and visual identity for a jam build

- Completing the run and seeing the Craftpix birthday victory screen felt rewarding

Suggestions from my playthrough:

- Fix Unity web mouse lock / focus issues; they repeatedly interrupted combat.

- Improve melee range/hurtbox fairness. Right now many enemies force a trade, so the best plan becomes lure/exploit geometry instead of front fighting.

- Add a dodge/roll or brief i-frames so close combat feels intentional.

- Make chests/interact prompts actually usable (E often did nothing).

- Check enemy spawn/stuck cases (poles, offsets, timeout deaths) and stair pathing.

- Consider a ranged option or wider sword arc for later waves with mixed melee/ranged threats.

- Add screenshots + tags on the itch page so voters see the 3D arena before clicking.

Even with the web-build friction, I had fun figuring out a strategy and finishing all 10 waves. Polish the combat feel and this party defense fantasy will shine. Great work, SirDwaynicus!

This is a clean theme hit: 10 waves, a celebration/party fantasy, and Level Up upgrades between rounds. The pitch on the page already sells Ten / Celebrate / Level Up without needing spoilers, and finishing the run with the Craftpix birthday message makes the theme feel intentional end-to-end.

Originality and presentation are strong for a solo Unity jam. The dancing party guests, torchlit arena, and “monsters crashed the feast” setup are memorable and streamable. Visual Design and Audio Design both support that fantasy well.

Gameplay Experience is more mixed because the Unity web controls/combat feel rough: mouse capture issues, awkward melee timing (often trading hits), interactables that don’t always respond, and some collision/pathing oddities. I still cleared all 10 waves, but mostly by learning safer lure/stairs angles rather than clean arena dueling. A dash/i-frame, clearer hitboxes, and a short controls overlay before wave 1 would raise the jam score a lot.

Cool submission with excellent theme packaging and a fun party premise. Great work, SirDwaynicus!

Cleaner of Dungeon has an interesting title concept. “Clean the dungeon” immediately made me think of games where you mop up after a mess, and the Craftpix pixel look plus wave/stat HUD give it the shape of a tiny top-down action RPG. The music is genuinely good and was the strongest part of the current build for me.

In this version, though, I struggled to understand the gameplay. I could move with arrow keys, see Wave / Level / PV / ATT / DEF, get French prompts like sacrifice/quest choices, and eventually change sprite after upgrading — but enemies/objectives weren’t clear, and leaving the game open mostly just leveled me up over time. It felt closer to a work-in-progress systems test than a finished short jam game.

Suggestions:

- Explain the goal in the first 10 seconds (what am I cleaning, and how do I win/fail a room?).

- Make combat/cleaning feedback obvious: targets, hit reactions, clear rewards.

- Add English text (or bilingual UI); I don’t speak French and couldn’t reliably parse the prompts.

- Fix performance/feel — the web build felt laggy or low-clarity at default size.

- Package the desktop download as a full runnable export, not only engine data files.

- Customize the itch page with screenshots, genre tags, and a short pitch so players know what the game is before pressing play.

I like that you’re iterating with Craftpix assets across projects. If you tighten the cleaner fantasy into a clear room-by-room loop, this could become a fun little dungeon tidy-up game. Keep going, M_A_E005!

I can see the intended hooks for the theme: a “10 rooms / level up” idea plus visible leveling (PV / ATT / DEF rising as waves progress). That gives Level Up a readable surface signal, and using Craftpix freebies fits the jam’s asset rule. The music also helps the page feel more alive than a silent prototype.

Right now, though, Gameplay Experience and Originality are hard to score highly because the submission still feels like an unfinished WIP. During my playthrough I could move, see waves/stats, accept French prompts, and watch levels climb even while mostly standing around, but I never clearly understood what I was cleaning, fighting, or completing. Without a readable objective loop, the theme read stays thin beyond “there is leveling.”

Jam-side suggestions: add a one-screen tutorial/goal text in English + French, show enemies/dirt/objects that communicate the cleaner fantasy immediately, customize the itch page (screenshots, genre, short description), and make sure the Windows download is a self-contained export (the .pck alone isn’t enough if Godot isn’t installed). The core fantasy of cleaning a dungeon after chaos is actually fun — it just needs a finished playable loop for voters to experience it.

This is an outstanding theme read. Ten / Celebrate / Level Up are woven into the premise instead of bolted on: the librarian’s 10th anniversary, celebration through completing the bestiary / helping someone return home, and a “level up” that restores humanity back toward 10. That is exactly the kind of Story & Theme Integration the jam asks for, and it feels intentional rather than forced.

Originality is excellent too. Framing the experience as visiting a library, receiving a cursed bestiary, then literally platforming inside the book’s final chapter is memorable and very streamable. Visual Design is one of the strongest parts of the jam so far — the animated town/library scenes, book presentation, portrait work, and Craftpix creature usage all feel cohesive. Audio Design also surprised me when the voiced line kicked in.

Gameplay Experience is shorter and lighter than the presentation suggests (mostly VN pacing plus one platforming set piece), but for a solo build made in under 20 hours that trade-off still works. My jam-side suggestions: add a couple of screenshots on the page so voters see the book/platformer fantasy immediately, list a genre tag, and maybe one more interactive beat before the ending so Gameplay Experience matches the visual ambition.

This is a high-rank contender on originality, theme, and presentation. Great work, JJampion!

This is one of the clearer “Level Up” reads I’ve seen for the jam theme. The loop is immediately understandable: pick a starter, auto-battle waves, tame a defeated monster, then spend gold on potions/items or direct level-ups. That makes the theme legible in the first minutes, which helps a lot under Story & Theme Integration. Using Craftpix sets (tiny heroes / predator plants / lines) also satisfies the jam’s asset rule in an obvious, visible way.

For Originality and Gameplay Experience, the Pokémon-style type chart + autobattle hybrid is familiar but works well for a streamable jam game: decisions are mostly about team composition, type advantage, and shop spending rather than twitch inputs. Audio Design is also a strong point, the SFX land nicely and give the battles more punch.

My main jam-side notes: celebration / “10” barely show up compared with Level Up, and the purchased level-ups eventually overwhelm wave scaling, which undercuts later tension. A light celebration beat after a run, plus tighter economy/scaling, would make the submission feel more complete against the jam criteria.

Cool solo entry with a theme-forward fantasy and strong Craftpix presentation!

Battlemon is a fun little monster-tamer autobattler. I immediately got the loop: choose a starter, let fights auto-resolve, swap from the bench, buy potions/items, tame one defeated monster after each win, and keep pushing waves. The type matchups give you something to think about even when attacks are automatic, and the mobile portrait layout is clean and easy to read.

What worked well for me:

- Clear starter choice and elemental counterplay

- Taming after victories gives a satisfying collect-and-rebuild loop

- Sound effects are punchy and make battles feel better than a silent prototype

- UI is intuitive once you understand Items / bench swap / level-up purchases

Suggestions from my playthrough:

- Balance purchased level-ups. Buying levels became an exploit: my team outscaled wave enemies so hard that later fights stopped being interesting.

- Add meta-progression or a clearer run reward. As a roguelike-ish endless mode, finishing/restarting currently mostly gives amusement rather than lasting progress.

- Add an in-game audio mixer. The music/SFX were loud overlapping at times and the mute control wasn’t enough while recording commentary.

- A desktop/widescreen layout would help PC players a lot; the vertical frame is great for mobile screenshots but feels cramped on a monitor.

- Clarify whether bench monsters regenerating HP is intentional, and make item value scale better with later waves so potions stay relevant.

Overall, this is a charming Craftpix jam autobattler with a strong “level up” fantasy. Tighten the economy/scaling and it could become a really addictive short-run monster battler. Great work, remarkablegames!

Dwarven Dig has a fun central fantasy. Digging through the hill, placing ladders, selling ore, and chasing better pickaxes reminds me a lot of classic Motherload-style mining games, and the mountain pixel backdrop gives the page a nice mood. Thorbjorn’s goal of earning 8,000 for the train home is a simple hook that works.

What I enjoyed most was the dig-and-return loop itself. Once you start carving shafts and deciding what to sell, the game becomes easy to keep poking at. The shop idea is also good in concept: ladders plus tiered pickaxes give the build a clear progression target.

A few concrete suggestions from my playthrough:

- Let Esc (or clicking outside) close the shop; relying only on E is easy to forget.

- Add a “sell all” option — selling resources one by one slows the loop down.

- Make pickaxe upgrades obviously different (mining speed, multi-tile dig, harder rock tiers, etc.). Right now everything feels one-hit, so upgrades are hard to evaluate.

- Add an escape/return option if the player digs too deep without ladders — getting soft-locked under the surface is frustrating.

- Sound and music would help a lot; the current silence makes the mine feel unfinished.

- Slightly clearer UI fonts/tooltips would help new players understand prices and material requirements faster.

Overall, this is a charming mining prototype with a strong genre feel. With clearer upgrade feedback, safer recovery from deep digs, and audio, it could become a really satisfying little digger. Great work to DanyErm, Duke Blimpton, and DANYMA!

Dwarven Dig has a clear playable loop: dig, climb, sell resources, and chase upgrades toward Thorbjorn’s ticket home. For a jam build, that “dig to wealth” fantasy is easy to understand and nice to watch, which fits the jam’s streamer-friendly spirit. The pixel-art mountain setting and Craftpix-facing presentation also help the page feel intentional.

On the jam theme (Ten / Celebrate / Level Up), I struggled to see a strong read. There is a pickaxe upgrade path that could map to “level up,” but during play it was hard to feel what each upgrade actually changes, so the theme connection stayed weak for me. Celebration / “10” also never really surface in the fantasy or systems.

Suggestions from a jam-judging angle: make the theme readable in the first minute (even a light “level-up” feedback loop or celebration beat would help), credit the Craftpix assets clearly, and add at least a little audio so the submission feels more complete under the Audio Design criterion. The core mining idea is already there, clarifying theme + upgrade payoff would make it score much more cleanly as a Craftpix entry.

Great effort getting a browser-playable digger out for the jam!

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Hey! I really like making english videos playing the game from people, I've done a few in the past and this is a cool style, its a play through with my thoughts being said outloud so it might hit some interesting notes for you.

leave your game in this topic and I'll take a look, please take a look in mine, I've tried maing a archer game based on one indie game inspiration, using the theme:

https://autisticdevs.itch.io/10-shots-10-levels

I have sumitted 5 gameplay videos from this jam's submissions check them out:


awesome court deduction game! I was hoping for seeing some of these in the jam, really enjoyed playing, I posted the video in your game page and jam page

Beyond Reasonable Doubt is a clever and very well-made investigation game. I loved the central idea of becoming the judge: reading the case file, selecting limited questions, watching the accused react, writing notes, and then making the final call yourself. It is a great interpretation of the jam theme because the game constantly asks you to trust no one and rely on your own judgment.

Beyond Reasonable Doubt is a clever and very well-made investigation game. I loved the central idea of becoming the judge: reading the case file, selecting limited questions, watching the accused react, writing notes, and then making the final call yourself. It is a great interpretation of the jam theme because the game constantly asks you to trust no one and rely on your own judgment.

The presentation is excellent. The case-file interface, monochrome courtroom atmosphere, gavel cursor, opening splash screen, crowd reactions, and small sound effects all work together to sell the fantasy of judging a case. It is especially impressive to see the art, code, design, and narrative brought together in a complete jam project.

My main suggestion would be to make the post-verdict result clearer. After I reached a decision, I was not fully sure whether the game was showing the actual correct solution or simply confirming my chosen verdict. A short “correct / incorrect” result screen, explanation, or case summary would make the final payoff even stronger and help players learn from the clues they missed.

Overall, this is a very interesting and polished mystery game with a strong core concept. Great work!

Deliver Us from Serpents is an excellent submission and one of the strongest uses of the jam theme I have played. The idea that the people you rescue may not be human is already unsettling, but making the maze alter your chalk markings means you cannot even fully trust your own route. That is such a clever and memorable interpretation of "Trust No One."

The atmosphere is fantastic. The pixelated visual style, lighting, props, environmental variation, and filter all blend together really well. I also loved the handwritten opening narration with its sound and animation; it is a simple presentation choice that sets the tone perfectly. The altar, prayer, chalk, holy water, and fragment systems give the exploration a great ritualistic feeling.

The only small suggestion I have is to show a brief in-game reminder while the chalk is equipped. I initially had to return to the controls screen to understand how to change the chalk symbol and direction. A compact tip in the lower-left corner would make that mechanic easier to learn without taking away from the mystery.

Overall, this is a very well-made, intuitive, and genuinely intriguing horror maze game. Congratulations on a fantastic jam submission!

Deliver Us from Serpents is an excellent submission and one of the strongest uses of the jam theme I have played. The idea that the people you rescue may not be human is already unsettling, but making the maze alter your chalk markings means you cannot even fully trust your own route. That is such a clever and memorable interpretation of “Trust No One.”

I just finished recording your game, I gotta say, you received the highest rating I sent so far in this jam, and I really hope you raise towards the top rank, this game is amazing and what you did is incredible, you really nailed the theme, the setting, the art, everything is so neat!

I`ll be publishing the video alongside a comment in both the jam page and your game page as well

I really enjoyed the transmission-style opening: it gives the game a strong visual-novel briefing feel and immediately makes the Bermuda Triangle setting feel more interesting. The animated main menu, glowing effects, and overall UI presentation are excellent as well.


Sub Sonar is a very polished and well-presented jam submission. I really enjoyed the transmission-style opening: it gives the game a strong visual-novel briefing feel and immediately makes the Bermuda Triangle setting feel more interesting. The animated main menu, glowing effects, and overall UI presentation are excellent as well.

The core loop is simple and direct in a good way: monitoring the sonar, deciding what to prioritize, managing resources, and defending the base creates a tense underwater strategy experience. I also liked the idea that not every contact can be trusted, which makes the sonar theme feel fitting for the jam.

My main suggestion would be to improve the readability of a few small text elements, especially at the resolution used on the itch.io page. Fullscreen makes them easier to read, but slightly larger text or stronger contrast would help the game communicate its information more clearly from the start. I also noticed a few minor UI consistency details, such as buttons whose top border does not match the surrounding frame; using transparent icon buttons there could make the interface feel even more cohesive.

Overall, this is a very nice build with great presentation, a strong atmosphere, and an interesting defense concept. Great work!

awesome game, very interesting concept, great art, presentation, I love every piece of it, just a few suggestions alongside the video I've put into the game page!

Trust 0 is a charming short puzzle platformer with a clever interpretation of the jam theme. I liked the idea of relying on Zero to build steps, navigate the level, and block hazards, especially because the game's story turns that trust into the central twist.

Trust 0 is a charming short puzzle platformer with a clever interpretation of the jam theme. I liked the idea of relying on Zero to build steps, navigate the level, and block hazards, especially because the game's story turns that trust into the central twist.

The handmade art gives the game a lot of character, and it is impressive to see the visual work, menu presentation, and platforming concept brought together in a short jam project. The platforming itself is simple, but the clone mechanic makes the puzzles feel distinct.

My main suggestion would be to introduce the Space cloning mechanic with an in-game prompt when it first becomes necessary. I initially only saw it in the controls description, so a short message such as “Hold Space to summon Zero” would make the intended solution much clearer. A replay or restart button at the end would also make it easier to jump back in.

Overall, this is a very nice submission with an interesting core mechanic and a strong thematic payoff. Great work!


Hey! I just played your game and recorded, I'll be putting the video at your submission page, very nice!

The game has a lot of personality, the pixel-art style, banana man, level-transition quotes, and shop character give the game a distinct atmosphere. Loved playing it! I published the video in the game's page

Banana Man's Game has a fun and memorable central concept. I enjoyed the mix of dice combinations, enemy score sabotage, disabled-combo challenges, inventory management, and shop upgrades. The score-attack loop becomes much more interesting once the different dice and combo multipliers start interacting.

The presentation also has a lot of personality. The pixel-art style, Banana Man, level-transition quotes, and shop character give the game a distinct atmosphere. I especially liked the idea of adding different kinds of dice and preparing a build before each run.

My main suggestions are about clarity during a first playthrough. Making the whole level tile clickable instead of only its text would feel smoother. It would also help to explain Loaded/Unloaded dice, rarities, upgrades, manual selection versus automatic selection, and the exact score calculation more clearly before players spend currency. Tooltips or a short contextual explanation would make the strong systems easier to appreciate right away.

The final 10,000-point encounter was a great surprise, but when the score changed suddenly it looked like a bug at first. A clearer explanation or feedback for that boss mechanic would make the moment feel intentional. I would also lower or vary the music a little, since it became repetitive during longer attempts.

Overall, this is a very nice game with a creative dice-driven loop and plenty of room to become even stronger with clearer onboarding. Great work to the team!

this is a very nice game with a creative dice-driven loop and plenty of room to become even stronger with clearer onboarding. Great work to the team!

This game... is a piece of art! can't believe you guys did this in only 7 days.