- Simple but challenging.
- It's the kind of puzzle where you can keep fiddling with it until you get it to work, which I like.
- Good use of tutorials through gameplay.
- There's a bit of a difficulty spike on the yellow area, I ended up getting stuck there.
- A hint system would be nice for when you get really stuck. Maybe make it limited use so players can't spam it.
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Puzzle Cube: Prototype's itch.io pageComments
I can understand why some people may get filtered by the first 2 level packs - they are very straightforward - basically with a single possible path to the goal. But I understand it - the first pack lets you get the hang of it, get the feel for it, second one teaches you to think with portals. 3rd pack is where you need to start thinking, aaaand I got filtered on level5. Well, not filtered - I genuinely feel like it's impossible since I couldn't backtrack a route from the goal too far.
But I think it's a great start for a great puzzle game. I think you have something very solid cooking here. It may be not for everyone since spatial thinking is hard, and I can imagine how hard it is making levels. But it's a good start. A very solid start.
But please, provide a binary next time. Playing in browser is very annoying.
Hey, I just played this game. I think you have an interesting puzzle concept that has potential. I don't know which direction you're going to try to take this but in its current state there are a few issues. Mainly the camera controls are jank. Sometimes it takes several inputs to get it moving and sometimes it doesn't. The gameplay is simple and fun, the objective is clear. However, it's not clear when starting the game that each level pack introduces different mechanics. Also, it should be made clear to the player how many levels are in each pack before or while they're playing. I kept wondering how many levels remain in the pack and if you exit you cannot pick up where you left off. Other than that, I think if you polish it and improve the visual aspects this can be an interesting game to play. You have a solid concept here.
Very simple, a bit too simple. It's very obvious what the solution is going to be, since movement is binary and leaves nothing to really think about as there is always one right path from the green block to where the circle is, a maze that showcases everything at a glance and that doesn't make for a good maze. The movement itself is very janky/wacky. You really have to add some sort of twist or mechanic with better camera control for this to be something cool for a puzzle game so things can change over time so you cannot see the solution right away.
As others have said, there's nothing in the game right now that really stands out. I see one of the screenshots has boxes with arrows and it's like "oh wow, maybe there's some mechanic or twist I haven't seen yet!" So I kept playing but nothing like that actually appeared in-game, just the 10 or so basic levels. So my feedback is that you have a good foundation but it's really lacking in content right now. One possible thought would be to use different shapes than cubes, force the player to have to think in different paradigms, idk.
Oh look, it’s the Pokémon ice sliding minigame in 3D. Unlike that one, here is a whole lot of empty space around where one dies. So there are usually just 1-2 moves possible... Some levels start with 3 non-choice moves in a row.
The game doesn’t make me feel like I’m discovering any cool tricks. Maybe I’m just feeling dumb in general today... With the moving blocks it’s obvious one has to do an extra back-and-forth at some point in the level, to get a moving block aligned correctly at a later spot, but I’m not excited calculating that in my head.
I would personally enjoy this game more if it was not "sequential moves" but rather like those laser-reflection games, where you have a fixed amount of pieces to place in order to guide a light-ray to a destination. But I don’t want to take away from the folks who enjoy navigating 3D space...
Enjoyed it, good puzzle, finished blue pack, tried two others.
Only major suggestion I've got is adding an easy mode which respawns you at the last location you 'died' in. On the one hand it might cause players to try to win from unwinnable position, on the other repeating moves you know to be correct just because you're clumsy and ball didn't go the way you wanted is extremely irritating.




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