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Good Cube, Bad Cube's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #12 | 2.546 | 3.600 |
Gameplay | #17 | 2.121 | 3.000 |
Sound | #18 | 1.838 | 2.600 |
Overall | #20 | 1.980 | 2.800 |
Aesthetics | #21 | 1.414 | 2.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Pros: Fun to play, decent idea, fits fairly well with the theme, and for some reason I really like the sound lol. Must be the little "Eyyyyyy" the cube makes when he falls off. xD
Cons: Art and aesthetics aren't great(though I know the struggle) and the gameplay could do with some more mechanics or enemies to spice things up as the game gets dull pretty quickly as is.
Very nice litte game! I managed to score 940 before finding an infinite exploit.
What I liked:
- Your take on the theme is breathtaking, that's a very awesome idea! The causality principle between current action and future consequence is perfectly represented
- Game mechanics are simple, and therefore very simple to understand, but works well
- That sound, when you're about to fall, is spot on =D
- Very ergonomic colors, it's quick to understand what's going on on the screen
What I think could be better:
- More diversity in the gameplay? Like, maybe, different enemies, timed event, etc.
- The game art feels very "dev-art", could use a bit more work (toward pixel-art like the faces, or toward flat modern like the geometrical shapes and sharp colors)
- Like I said, the game is exploitable. As I've recorded here. Basically you can make yourself invulnerable by finding a sweet spot that covers most of the screen while not hitting you. That could have been fighted with features like time-limited bullet-throwing, the pillar moving, previously proposed events requiring you to aim elsewhere, etc.
Thanks for the feedback man! I definitely would have added more enemies and/or events to the game if I had more time, perhaps a boss enemy or something of that nature. Game art is another big weak point of mine as a programmer with little experience in 2D graphics. I'm gonna focus on that for next time, to at least imitate an art style.
Good catch on the exploit! I somehow never discovered it in all my cumulative time playtesting, lol. Like you mentioned, there doesn't seem to be an easy fix for it besides a major change to the game mechanics, (although the moving pedestal idea sounds promising to me.)