Yeah someone else I knew had the same issue behind a vpn. Each version of godot just has their own export template that you can also get on the github release page or on the downloads page on the website so should be straight forward if slightly more inconvenient.
lim_ak
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Thanks for playing it! As for the export it's just the bog standard Project->Export->Web preset to an index.html. You'll be prompted to download the export templates but if in doubt just download everything.
As for getting it done in 2 days with difficulty is the answer. Second day was mostly brutally cutting everything to meet deadline, the shop is just a grid container with buttons and callbacks that I threw together in the last hour and if was going to take too much time the alternate plan was just give the player 2 of each die and call it a day. It's why I had exactly 3 tutorial levels teach, without them I don't think I would've submitted. I'm not super fast at doing jams, I've failed to submit in the 2 day Juniper jam earlier this month, so I'm not really the best person to ask on this. But it was just start on each problem I knew I needed to solve, pieces need to be able to be clicked on, they need to snap to a grid. So the mouse handling was one of the first things I did and the sprites I used were 64x64 so my grid size was a bit bigger than that. Just picking the smallest bits of work that need to get done and get done early because everything else kind of depends on those things getting done.
Cool physics game. The timer is a real double edged sword here because short timer especially encourages only one thing, build the simplest thing possible out of the given parts to get to the goal, and I think that interesting in some ways, come up with a solution out of a mish mash of parts but really discourages experimentation in your builds.
Yeah it was always meant to be the final level, just didn't have time to make everything in between. The actual level 4 was going to be like a 5x5 grid at max and you were going to build up your dice stock level by level from the shop not just me dumping 100 coin on you. Thanks for taking the time to play it!
Really well put together. I think one of the other issues with the timer being so long is that at 30 mins it's totally abstract. You have no idea how long the game is or how much record you need. So if you finish a level only burning 30 seconds you don't really get a feel of is that a good thing or not. I'm definitely on the side of make jam games easy so people can get to the core of the thing, so it being on the long side is way better compared to accidentally making it too short.
Thanks for playing. I think that would make for a very different game, I definitely wanted the more free moving dice against the rigid turns of the chess ai. There's just not enough puzzles in the end, so the low value dice like the D2s are actively useless instead of weird niche which is where I wanted them to end up.
The movement system is pretty cool, but those early levels aren't fun to have to go though again when you're just trying to get past where you failed before (probably harsher on this for jam review reasons). There's not a lot to them which is good to ease you into the concept but mostly tedious when you've got it down and the levels being relatively long don't help with that feeling.
Really cool styling to a typing game. Not quite sure how you were doing the letters or if they were totally random, but the typing itself didn't quite flow for me. Character distribution felt off even if you intentionally didn't want to use real words. But the overall aesthetic of the game that all really works for me.






