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A jam submission

Blocks RoomView game page

Room puzzle game.
Submitted by DylanCalaf (@PixelRain_) — 3 hours, 43 minutes before the deadline
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Blocks Room's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#223.3133.313
Visuals#363.4383.438
Gameplay Innovation#712.4382.438
Overall#832.6882.688
Fun#992.3752.375
Unexpectedness#1042.1882.188

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Please list any pre-made art/music/code/other assets that you used.
According to my musician, some of the foley/sound effects was extracted from the internet and substantially modified.

All the rest is pretty much custom made by each team member.

How many members in your team?

Team of 3

List each team member's role, along with their social media / website links!
Dylan Calaf, Programmer: https://twitter.com/Mangonels_
Jesus Urrego, Musician: https://twitter.com/mortisblackgame
Ferran Rodriguez, Artist: https://twitter.com/3DFerArtist

Anything you want to say to players before they play?
ESC: View some options: Camera sensibility, Camera FOV, Restart & Quit
W, A, S & D: Movement
Left click: Pick up prop
Right click: Drop prop
Mouse move: 3D camera movement
Space bar: Jump (up to 2 extra boosts, use them carefully!)
Mouse scroll up/down: Increase/decrease camera Horizontal and Vertical speeds respectively.
Control + Mouse scroll up/down: Increase/decrease FOV​ respectively.

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Comments

Submitted

The game feels weird. The movement and the camera aren't good. The game idea in general is a bit too repetitive, like there's not much to do, just walk around the level (and I think that I didn't liked it because just walking around was bad because of the controls).

I think that the problem with the camera has something to do with the smoothing/acceleration. It seems that there's a "max speed" when you move the camera. That makes the game not fun to play. If the controls were better I really think that I would have had a good time with it.

Submitted (1 edit)

Neat game, it was fun running around and trying to find the right shapes. When the whole room got filled with them it was just hilarious. I couldn’t do anything but panically try to keep the stacks below the limit (with no success)! I feel like the game was a little slow at the beginning, but it gave me time to figure out what to do. Still, it would be nice to have a dedicated “Help” menu describing the objective, or maybe a tutorial.

I like the graphics and the sound effects, they have this nice steampunk & futuristic feel. Triple jump is a really nice feature and is vital when you get to the point where a multitude of shapes makes it impossible to walk. And nice job on all the unique shapes, it must have been hard to think of so many! :-D

Concerning camera movement, it feels like the mouse smoothing is way too aggressive in your game. I think that’s what @aturbidflow was trying to say. You need to make it lower or disable completely. I personally never ever enable mouse smoothing, because it just makes the controls (and game in general) feel very clunky. You may also want to add an option to disable Vsync, because it causes input delay which in turn causes the same “clunkiness”. But some people still prefer to have it on, because it removes screen tearing.

And seeing that you already have options for FOV and sensitivity, it’s probably a good idea to make a dedicated menu for them. It’s not too hard with Unity, it already comes with scripts for it (buttons, sliders etc). I think it’s really important to have a menu like this in a game (especially first-person), that’s why I spent a lot of time creating one for mine.

Controls aside, this is a good game, I enjoyed it a lot!

Developer(+1)

Thanks for commenting! Your camera analysis provides some good insight.

Submitted

Damn, I  love 3D-puzzles, but the controls in this one is a hell. But music and sounds are pretty good. Really good.

Developer

Hahaha :'D, yeah, the game could do with some more polish in general.

But would you care to attempt at describing exactly what you found unconfortable about the controls?

Submitted (1 edit)

When I'm playing 3D puzzle, I'm expecting camera movement like in Portal or like in The Talos Principle. But camera in this game sucks on all levels, sorry. Even with "mouse sensivity" option it moving extremely weird.

UPD. Ah, and one more thing. If playing the browser version, Control+Mouse wheel zooms the entire page, not changing the FOV.

Developer

I don't quite understand what you mean by "moving extremely weird", feel free to describe this in depth if you wish, or feel free to not, I'm just curious really.

It's a camera, and it just moves when and how you move the mouse. That's exactly how it is in your mentioned games.

But I did notice the sensitivity option may be jumping too much, or may be lacking some precision.

+ The fact that you control it with the mouse wheel and not an option bar really leaves you visually clueless as to how sensitive the camera is being, and when you restart the game, the calibration is undone, so you have to recalibrate. I understand these factors are a pain.

Ideally these things should be changed through propper menu, or something more visual, + preserve configurations between game sessions, so I could fix the FOV thing for browser and add some options while at it.

Developer (1 edit)

I just noticed the cnontrol + mouse scroll thing reducing/enlarging the webpage itself (instead of controlling FOV) only happens if you don't make sure you click the game window. That might be the same thing that happened with your camera speed. + You can get some other issues (like camera getting stuck) if you don't make sure you are IN the game by clicking it.

Alternatively the game can be downloaded and you can play it without this issue...

Submitted

I will try to record a gameplay and describe, what I mean.

Developer

That would be really interesting if you do, but there's really no need for it so don't force yourself :)

Submitted(+1)

Good art, good sounds I just felt very lost, tried for a while i did not get any points (took me a bit to figure out the double jump as well). not bad at all

Developer

hm, I guess if you don't read the instructions one could get confused playing this. Interesting to know. :)

Developer

Post your score if you don't find it painfull (I kinda do, and I made it :'D) to play this game for 10 min. Mine is 7400 (before the props made it practically impossible to progress).

Submitted(+1)

Well done, nice design and sound!

Submitted(+1)

Interesting entry kept me entertained for a bit  but did find it a little slow 

Developer(+1)

This seems like a recurring comment, and I feel like it's slow too... I'll see what I can do.

Submitted(+1)

Tried playing it, but the Unity on HTML5 does not work well for me. Do you have a Windows build you could upload? I'd be happy to provide you with proper comments/rating when I get to try the game at its best.

Developer (2 edits)

Ok! I'm on it. Camera speed seems dependent on screen size (not really sure why, so I implemented a quick and lazy camera sensitivity adjustment with the mouse wheel), make sure you tweak it with when playing on windows.

Submitted

Thanks for uploading a windows build! I like the game a lot and how it ramped up in difficulty over time (the later shapes got really interesting). The sound design is really solid and I really love the movement in this game! Games like Spiritfarer and Night in the Woods have great movement options despite the fact that the game is not a platformer. My personal philosophy for these longer jams have kinda been "Even if the gameplay isn't solid, at least people have fun sh'moving around the map". The overall experience felt super duper polished -- I really enjoyed scrambling around trying to find the correct shape before the door closed.

Maybe you could incorporate more obstacles around the room to incentivize using cool movement to almost speed-run across the room. You could also try having the blocks spawn at more dedicated spots (instead of randomly around the room), making the time limit feel more pertinent. If you're super invested in the idea, I could also see this as a co-op game where you have to pass the blocks around as well (although that's definitely out-of-scope for a game jam). Regardless I really enjoyed the game! Balancing/designing is definitely a tough task and it's definitely a skill you hone over time, some of the more experienced folks I've met can look at a demo for a game and give you quick suggestions for different gameplay elements (and I wish I could be that OP). On the topic of balance, https://twitter.com/tanyaxshort/status/1301990872645468160 I read this thread recently and it helped me with how to approach balance in my games.

Developer(+1)

I believe you're absolutely right, thanks for the extensive review. If this game had to go further, it should definetly go multiplayer. There's also many other things the game obviously needs, and would be attended to in the future If I decide to pick up this prototype for anything serious.

The artist made the rooms modular, and we had planned opening further rooms, maybe as the game progressed (that's probably why I didn't care much about the game's progression at the begining but ended up accelerating it substantially relative to how the initial release was a few days ago).

Anyway, this was a fun project that got me refreshed in Unity, but I'll be doing something more long term and serious from here on.

This doesn't mean I'm abandoning Bricks Room, it's a jam project made for the experience, but will be polished as much as the reviews
request it. If we find any game breaking glitches they will be fixed (I think there's some issues with the doors still :P).

Submitted(+1)

Hey, I liked the look of the objects and the scene you built a lot. It looked neat and looked very futuristic. I think the initial ramp-up is too slow. The beginning of the game feels like kind of a slog because there's almost nothing to do but bring one object at a time. I had an issue with the camera controls where if my mouse hit the edge of the screen I could no longer look in that direction, which felt kinda weird. I really enjoyed the game otherwise and think you guys did a great job :)

Developer

Just noticed that camera limit thing :)
Thanks!

Submitted(+1)

Its quite cool! Its just that the FOV is way too low in my opinion. Also could you maybe add a sensitivity slider as its also quite high.

Developer (1 edit)

Indeed,  We ran out of time but I was aware of the issue with camera sensitivity once compiled. As for fov, I could do something about it too.
Thanks for your comment!