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A jam submission

EXSTACKAGANZAView game page

STACK BLOCKS AND STUFF!
Submitted by MibWomp — 16 minutes, 26 seconds before the deadline
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EXSTACKAGANZA's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#84.1204.120
Overall#103.5203.520
Creativity#103.9603.960
Overall#103.6963.696
Enjoyment#113.4803.480
Audio#143.4003.400

Ranked from 25 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?
hold blocks, drop blocks

Did you make a majority of the art during the jam?

Yes

Did you make a majority of the sound/music during the jam?

Yes

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Comments

Submitted

I feel like with some fine-tuning and more informative design this could definitely be a pretty addictive game! IMO most of my frusturations came with not understanding what exactly everything on screen meant (for example, it took me a bit long to figure out the game over condition)

The upgrades were very creative, one of my favorite parts

Submitted

So I think the most confusing thing about this game is that it's not obvious what the different block types do. When I first started the game, I saw I had "magnet" blocks, and I assumed they should pull towards either each other or other blocks (just based on my intuition about what "magnet" might mean). But instead when I dropped them it seemed like everything flew off the platform, which felt so intuitive that I thought it was a bug.

It wasn't until much later that I learned magnets are attracted to the metal blocks and repel magnetic blocks. And now finally the behavior made sense!

I think it would probably be a good idea to make each block look visually distinct based on what type it had. This would serve two purposes: First, it would help with the issue I mentioned, as if I saw that the magnet blocks appeared to specifically be repelling other magnet blocks, I may have had a better intuition for what was happening. Second: As the game gets more complex, it becomes difficult to keep track of which blocks are which for everything you've already dropped. Making block types have unique sprites would help with that.

Once I did start understanding what the different types do, I have to say, I think they're pretty cool! Having these various physics-based elements, combined with like, deckbuilding elements, is a pretty neat combo! I like, for example, the mushroom blocks, which seem decently strong. I also kinda like the interplay between metal and magnet, although I think that magnet blocks are kind of bad due to how they repel... if you get two magnets right after each other while stacking, the best strategy might be to just dump one to the side...?

It does seem like the blocks you earn on one run carry on to the next--which is a good thing, because otherwise I think level 2 might actually be impossible. With only ~6 blocks if your blocks didn't carry over, I'm really not sure how you would get as high as it wants you to.

So right now, with the blocks carrying over, the game is in a weird superposition of like, idle game, roguelike, deckbuilder where you have to repeatedly get through level 1 and then die on level 2 to get your deck good enough to beat level 2 (because you keep adding blocks every time you pass level 1). I'm not sure if this is what you were going  for but it is actually a kind of satisfying loop.

The art and music are also quite nice!

Submitted

My favorite part of this design is how the objects get more momentum the lower holdut is weighed down. The upgrades are also interesting and make good use of the built in engine physics. Overall very creative and effective.

Submitted

My favorite part of this design is how the objects get more momentum the lower holdut is weighed down. The upgrades are also interesting and make good use of the built in engine physics. Overall very creative and effective.

Submitted

Very cute designs! I really wish I got to hear more of the music (very circus-y!). It also would have been nice to have more audio cues for the game (pop sound when the balloon buttons are pressed? sound for items being rotated? items released?). I can see this becoming addictive FAST. There's definitely some things for the game feedback system you could refine or make more clear (i.e. block variations) but this this is a fun game with a distinct visual style! 

(Thank you for putting "how to play" in the game :D)

I have disappointed the ring master many times.

Submitted

This was super cute!! Looove the character designs, the little scrimblos. The music also ate, 10/10 has to loop. I fear I had some hitbox issues that caused some of the items to push eachother off the platform (either that or that's perhaps what Ice-items do?) but it was still very cute nonetheless!

As a tricky towers fan, today is my day (I didn't get past two levels)

Submitted

The music should loop, other than that, fun game, but I'm not that good at it.

Submitted

Really like the design and premise! The attributes you get between rounds was a nice touch.

Submitted

I think these guys should get a 3 day extension not gonna lie

Submitted

very cute character designs, this also reminds me a lot of the simplicity of those early app store games

Submitted

Holdut marketable plushie when?

Fun idea! Reminds me of Mario Party. I love the music (wish it looped)!