Quite difficult, but very nice game!
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Cobox Jam Build's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1433 | 3.395 | 3.395 |
Fun | #1976 | 2.860 | 2.860 |
Overall | #2355 | 2.876 | 2.876 |
Presentation | #3418 | 2.372 | 2.372 |
Ranked from 43 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?
You join boxes together to make it through the puzzles
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
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Very clever puzzles! But also they start very tricky! The biggest thing I'd like is really clear signposting of what you're aiming for because currently you often have to start by steathily looking at the end to get an idea of what you're aiming for. Either that or make sure that each room has only one solution so you know you haven't ruined a later part of a puzzle with a mistake early on.
Also it took me a while to work out you could go up stairs. That needs a bit more signposting for me. I would reiterate peoples comments about controlls moving with the camera and collisions.
Really fun game though!
Really challenging game! Love your puzzles and the music was 😱!
The control are a bit hard to get! I would have love if "W" always move forward, because it becomes tricky when you start to rotate the camera 😅
Time to time one of the yellow cube "glitch" and block you and stop colliding (can make you win a level by the way 😂)
Some clever puzzle design there :)
I think it could have started a bit easier, and a bit more polish (moving animations, rotating camera, etc.) would go a long way. But 48 hours isn’t very long to make a game, and the important things - good puzzle design - still come through :)
It's really great! My only issue is that the camera rotation is a bit weird.
Fun concept! I've seen it executed in 2D-tiled games though not 3D, but it did end up translating quite well once I got the hang of it.
Some quality-of-life improvements like animating the camera rotation, rotating the controls with the camera, and a less jarring "can't move" sound effect, would have definitely improved the experience.
Interesting game overall, and now I'm left pondering the mind-breaking levels this setup could open up to...
A very interesting and simple setup for a puzzle game, it's not anything new but it's definitely well executed and was a lot of fun to figure out the different levels. I'd definitely play a bunch more levels though!!!
A few points tho:
- The camera rotation is a bit jarring since it instantly switches, some sort of animation or tweening etc. would really help.
- Ingame the menu is a bit janky since the Start button doesn't have any text on it, it's a pretty small critique though since I found it quite fast
- Some sort of ingame tutorial would be nice, but if I had read the page that also would've been nice so. Next time I'll do that tho.
Otherwise though I think you already know most of the bugs so I'll just leave them to you, the game was quite fun to play tho!!!
Super crisp art style, and good movement mechanics. The only thing that kind of annoyed me was that the button inputs didn't rotate when I rotated the screen, it meant I had to choose between movement or being able to see sometimes. Also, it wasn't immediately clear to me that I could go up the stairs or if it was just a design element in the stage, but that might just be my bad.
Overall though, had a good time. Nice work!
Cool game! The puzzles were great.
Presentation is a bit lacky and collisions are buggy.
The puzzles are all very well designed. However, the presentation does needs some works, it's relatively easy to trigger a collision bug where the blocks you are currently controlling gets stuck inside another yellow block and you are just stuck in place.
The ending zone's colors are way too low in contrast that it's really hard to see what shapes does it want. The way the camera works is... odd. I would much prefer to have a camera that actually moves around and can zoom in/out, because it's really hard to see the whole level at once when you're trying to solve the puzzle. I like the WASD indicator on the block, but if the camera are just stationary at 4 angles, not sure why you can't just rotate the controls as well.
Thanks for the game.
Thanks so much for your feedback! We plan to make an update to the game with more levels, during which we will try to fix a lot of the problems this version had. Our coder Pie plans to completely redo the collision system to prevent the collision bugs, and some of the visuals will likely be updated to make things easier to make out. Thank you for your advice on the camera. We are trying to determine the best way to see all of the level and see exactly what the puzzle is from just the camera views. The WASD will definitely change direction with the camera in the future!
This is a clever puzzle mechanic. I feel like I struggled trying to finish the two missions (didn't really attempt the third), but it made me feel clever when I did finally figure them out. Well done on this.
It took me a while to find the camera rotation buttons, and once I did, I didn't really use them because it made the controls too confusing for me. If the WASD directions updated with the different cameras, it would have been much more useful.
Oh, and a bug I found: After connecting the block in the second room of the second level on the high ledge just in front of the door, you can press D again and get stuck in the wall.
It felt surprisingly smooth! The music was really good! How did you make it?
Bummer about the third level, but it was really fun regardless. Lots of A ha! moments for me
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