D6scend Playtest · published

This update includes several improvements based directly on recent playtesting. The focus of this build is simple: less interruption, clearer feedback, and more reliable progress tracking.
Rolling onto a Goal Tile with the wrong face up no longer interrupts gameplay with the Summary screen.
The cube will still turn red to show that the goal condition wasn’t met, and you’ll see which face is currently up and which face the goal expects. The difference is that you can now keep playing immediately and continue working toward the solution.
With this change, there are now two ways to leave a maze:
Solve it, or choose Pause Menu → Abandon Maze.
Booster Tiles can now be safely stacked on top of one another!
This opens up more possibilities for vertical maze design and allows Booster Tiles to transport the cube through multiple levels without causing problems.
Maze builders: have fun with this one. 🚀
Maze progress now reflects your best session, rather than simply your most recent attempt.
If you solve a maze efficiently and then replay it with a less efficient solution, your better result remains the one shown in your progress.
This is a small change, but an important step toward making replaying mazes and improving your solutions more meaningful.
This build also fixes the stale game-data issues some playtesters encountered.
Updates to maze and game data should now load correctly, helping ensure that you’re always testing against the latest available version.
Thank you to everyone who has been playing, testing edge cases, and reporting unexpected behavior. These reports are directly shaping D6SCEND and helping improve the experience one build at a time.
Solve the maze. Beat your best. Keep moving.