▲ 4 r/promoteMyApp+2 crossposts

I redesigned my dice math puzzle game with a board-game style UI

Dice Target is a mobile math puzzle game where you combine dice using + − × ÷ to reach a target number.

The new version has a warmer board-game style UI and includes several modes:

• Practice with 3, 4 or 5 dice
• Daily Challenge with 5 puzzles
• Rush mode: solve as many as possible in 90 seconds
• Duels against a friend

Rules:
• Use each original die once
• Merged results can be reused
• Parentheses are allowed
• Integer division only
• No negative numbers

Some puzzles have multiple valid solutions. Some have none.

Android:
https://play.google.com/store/apps/details?id=com.kwokkinlau.dicetarget

I’m looking for feedback on the rules, UI, and first-time experience.

u/TargetLabs — 6 days ago

Can you hit Target 42 using these five dice?

Parentheses allowed. Integer division only. No negative numbers. Not every operation has to be used.

How many solutions can you find?

Please use spoiler tags for solutions, like this:

&gt;!your solution here!<

u/TargetLabs — 7 hours ago

What I learned after launching my first small mobile puzzle game

I recently launched my first small mobile puzzle game on Android and learned that the hardest part was not building the core mechanic, but explaining the game clearly and making the UI feel less like a generic app.

The game is a dice/number puzzle where players combine dice with + − × ÷ to reach a target number. I started with a very functional UI, then realized it needed to feel more like a game board/HUD instead of a dashboard.

Things I’m still improving:
-clearer mode identity between relaxed play, rush mode, and duels
-stronger result/reward screens
-better first-time explanation
-screenshots and store messaging that explain the game faster

For other solo devs: did you find that your biggest post-launch work was polishing the game itself, or explaining/positioning it better?

reddit.com
u/TargetLabs — 29 days ago
▲ 2 r/CasualMath+5 crossposts

How Many Solutions Can You Find? Reach 9 Using All Five Dice

Parentheses are allowed.
Not all operations need to be used.

Please use spoiler tags for solutions:

&gt;!example solution here!<

u/TargetLabs — 1 month ago

I’m trying to make a math puzzle game feel more like an actual game

One thing I noticed while building puzzle games is that many of them feel “solved” too quickly once players understand the mechanics.

So lately I’ve been focusing less on adding features and more on improving:
pacing
replayability
tension
progression
overall game feel

A surprisingly small change in progression design completely changed how replayable the game felt, even though the core gameplay stayed almost identical.

The goal now is making the experience feel more competitive, satisfying, and “one more run” driven instead of just educational or mechanically solved.

Curious how other developers approach long-term engagement and replayability in puzzle games.

Game:
https://play.google.com/store/apps/details?id=com.kwokkinlau.dicetarget

u/TargetLabs — 1 month ago

Why do timed puzzle modes often lose their excitement after players reach the highest rank?

I’m currently redesigning the Rush mode for my puzzle game and noticed an interesting problem.

The mode is a 90-second score attack:
solve as many targets as possible using 5 dice and basic math operations.

At first I used a normal medal structure:
Bronze / Silver / Gold / Platinum.

But once players consistently reached the top medal, the mode suddenly lost a lot of tension and replay motivation.

I recently switched to a continuous skill-rank structure instead:
Warm-up → Rookie → Skilled → Expert → Master → Legend

Surprisingly, the entire mode immediately started feeling more competitive and replayable, even though the gameplay itself barely changed.

Now I’m trying to push the mode further toward:
arcade-like pacing
stronger end-of-run tension
faster transitions
better celebration moments
more “one more run” energy

Curious how other devs approach long-term motivation in score-based modes without making progression feel finite too quickly.

reddit.com
u/TargetLabs — 1 month ago
▲ 30 r/devworld+13 crossposts

Built a 90-second dice puzzle rush mode

Built with Flutter.
You solve targets using 5 dice and math operations before the timer runs out.

Still polishing the UI/animations, but Rush Mode is getting addictive.

u/TargetLabs — 1 month ago
▲ 6 r/promoteMyApp+2 crossposts

Built a premium math puzzle game in Flutter — finally happy with the UI

I’ve been polishing this puzzle game for months and finally reached a point where the UI feels cohesive.

The idea is simple:
Use 5 dice and basic math operations to reach the target number.

Current modes:
• Daily Challenge
• Rush (90 seconds)
• Free Play / Training
• Async Multiplayer Duels

Built as a solo Flutter project.
Still refining animations, sound design and overall game feel, but the core experience is finally coming together.

u/TargetLabs — 1 month ago
▲ 17 r/CasualMath+8 crossposts

[Request] How many unique equations can reach 21 using these dice?

Rules:
• Use each die exactly once
• + − × ÷ only
• Parentheses allowed

u/TargetLabs — 23 days ago

Working on the visual style for my puzzle game

Still refining the overall design and game feel, but I’m getting closer to the visual style I want. The game is based around reaching a target number using dice and basic operations.

u/TargetLabs — 2 months ago

Working on a new visual direction for my puzzle game Dice Target

Currently redesigning the UI and overall visual identity for Dice Target.

Trying to create a cleaner premium look while keeping the gameplay readable and simple.

u/TargetLabs — 2 months ago
▲ 2 r/ProductivityApps+1 crossposts

Can daily puzzle games work as a lightweight mental workout?

I’ve been building a puzzle game called Dice Target where players combine 5 dice using + − × ÷ to reach a target number while using all dice.

One thing I’m currently exploring is whether short daily puzzle sessions can become a habit similar to Wordle, Sudoku or chess puzzles.

Currently working on the design, Daily mode, Rush mode and async Duels.

What I find most interesting is that every puzzle can have multiple valid solutions, so players often compare completely different approaches to the same challenge.

Curious whether people here would see something like this as purely entertainment or also as a lightweight brain/mental math workout.

u/TargetLabs — 2 months ago

Designing a puzzle mode where players must mentally track hidden values

I’ve been experimenting with a puzzle mechanic in my Flutter game where merged dice disappear after combining them.

The goal was to recreate part of the mental load from the physical version of the game, forcing players to internally track changing values instead of relying on visible UI memory.

It creates an interesting balance:
- more cognitive difficulty
- cleaner UI
- higher tension during longer solve chains

But it also risks frustrating players if too much information disappears too quickly.

I’m curious how other game/puzzle devs approach intentional information hiding in gameplay systems.

reddit.com
u/TargetLabs — 2 months ago
▲ 9 r/indiegamedevforum+6 crossposts

The merged dice disappear, so you have to remember their values mentally

13 second clip from my puzzle game Dice Target.

Hard training puzzle, target 64.
Merged dice aren’t shown after combining them, so you have to keep track of the values in your head — similar to the physical version of the game.

Solution at the end.
UI is still being refined.

u/TargetLabs — 1 month ago

Building a hidden-memory puzzle mechanic in Flutter

I’ve been experimenting with a hidden-memory puzzle mechanic in Flutter where merged dice values disappear after combining them, forcing the player to remember intermediate results mentally.

The main challenge so far has been balancing readability with difficulty, especially on smaller mobile screens. I’m currently testing different UI feedback approaches, animations, and contrast levels to make the mechanic feel challenging without becoming frustrating.

The game logic also uses deterministic puzzle generation together with a solver system to guarantee solvable daily puzzles with controlled move counts.

Curious what other Flutter developers think about the clarity and usability of this type of mechanic/UI interaction.

reddit.com
u/TargetLabs — 2 months ago
▲ 3 r/playmygame+1 crossposts

Hidden merged dice. Can you still reach 64?

Game Title: Dice Target

Playable Link:
https://play.google.com/store/apps/details?id=com.kwokkinlau.dicetarget

Platform:
Android

Description:
Dice Target is a math-based puzzle game where you must reach a target number using all five dice and basic operations (+, −, ×, ÷).

Some modes include hidden merged dice, where values disappear after combining them, forcing you to remember results mentally like in the physical version of the game.

This clip shows a short hard-mode puzzle with the solution revealed at the end. I’ve recently been redesigning the UI and experimenting with new challenge mechanics like Daily puzzles, hidden merges, and faster gameplay flow.

I’m mainly looking for feedback on the gameplay feel, readability, and overall challenge balance.

Free to Play Status:
[x] Free to play

Involvement:
Solo developer. Built with Flutter.

u/TargetLabs — 2 months ago
▲ 1 r/mathpuzzles+1 crossposts

Can you reach 81 using all five dice?

Use all five dice and basic operations (+ − × ÷) to reach the target.
There are multiple valid solutions.

Hard mode puzzle from Dice Target.

u/TargetLabs — 2 months ago
▲ 8 r/ShowYourApp+1 crossposts

Can you reach 101 using all 5 dice?

A short gameplay clip from my puzzle game Dice Target.

Use all 5 dice and basic operations to reach 101.
The solution is shown at the end of the clip.

u/TargetLabs — 2 months ago

Hi, solo dev here.

I’m working on a small puzzle game where you use 5 dice and basic operations (+ − × ÷) to reach a target number.

I’m currently looking for feedback on:
• difficulty balance
• clarity of the rules
• overall game feel

Would really appreciate any honest feedback.

Android build in the comments.

reddit.com
u/TargetLabs — 2 months ago