really fun
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Thinking with Boxes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #408 | 3.667 | 3.667 |
Overall | #723 | 3.578 | 3.578 |
Originality | #792 | 3.667 | 3.667 |
Presentation | #1274 | 3.400 | 3.400 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player consists of boxes that can be connected and moved around together.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Comments
I got recommended this game since it's similar to mine and it's really cool to see another puzzle platformer where you adjoin blocks. You take it in a completely different direction though and I'm impressed by how many mechanics you managed to pack in! A lot of the levels also had really clever design and I'm a big fan of the idea of destroying the middle block and leaving two separate blocks. The level you used to introduce that concept was fantastic.
I also saw that your game can be run on the GBA. What kind of engine did you use that allowed for that? That's really cool!
The short answer is: a made my own engine to do this and it is complicated.
As a long answer, here's a basic overview:
- The game as it stands is just a GBA game written in Rust (actually the game code is transpiled from AssemblyScript, but "basic overview"), I use my own HAL (hardware abstraction layer, a library providing functions and data structures for talking to the hardware), but there are plenty of resources out there on how this can be done.
- For most other platforms (MS-DOS version excluded) the idea is the following: The game being Rust code means I could just recompile the whole thing, however the HAL normally makes that impossible. So I reimplement this HAL through software emulation, in a similar way to normal GBA emulators for things like screen drawing and sound channels. The game code however is natively compiled so I don't need CPU emulation, which tends to be the hardest and slowest part for the GBA. So it's somewhere between just packing the game with an emulator and doing a proper port.
- On top of this I then have a slightly more conventional engine that allows for things like drawing tile maps and sprites to make things more viable for a jam, because the GBA hardware, whilst insanely simple compared to modern systems, is still a bit of a pain to work with sometimes.
Nice puzzles! I love the level design! It's going from easy to hard quite quickly however. Really nice game!
Cool game with fun mechanics! I like how different each level is in terms of mechanics. Great job!
The ingenuity of mechanics was on point. I think the levels did a good job of revealing them as well. Good progression. Jumping was slightly awkward when doing some of the more precise connections.
Great job!
Nice idea, controls are a bit unprecise for such small boxes. but good game
Sometimes difficult to align yourself to have the boxes attach properly. Could have done with a level to allow the player to 'accidentally' discover the more obscure destroy middle block mechanic such as one with a 3 tall door with a box killer in the middle.
Otherwise, a great game with an interesting mechanic and nice artstyle.
you can run this on a gameboy or windows dos 0_0 what is this wizardry. Also fun game, reminded me of sokoban.
I like the sound, art, puzzles, and mechanics a lot. The controls were a little too sluggish but I still had fun. I didn't like how you had a split second to move to the right in the second level. I am assuming it's to teach the restart mechanic but I don't think that was necessary. Great job!
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