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Thanks for the feedback!  There's definitely plenty to improve with the visuals in general.

As for the controls, one theme I've seen coming up in other feedback is that dragging blocks around near the back of the grid (farthest from the camera) can feel a little hard to control, or that the blocks get returned to the table when it felt like they should have locked into the back row.  I think it has to do with the camera angle and how I raycast the mouse position to the puzzle's grid (which is very low to the table, while the blocks are tall), but I'm not sure how to improve it without making placing blocks in the *front* of the grid feel equally janky.  Having a more vertical camera angle is probably the easiest solution!

Thanks for playing!

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In theory, this is a 2d game, the 3d is more for visuals/aesthetics (unless you add 3d elements in the future), I'd recommend taking inspiration from the smooth controls of Riot's TFT, I also had issue with 3d raycasting on a 'board' with an earlier project and their implementation is pretty solid imo 

Aside: if you add vertical layers then you could use the scroll wheel to move elements up/down layers

Yeah, this is really a 2D game.  I've been learning 3D tools in Unity recently so I forced it a bit on this project ;)