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Thanks for reviewing so thoroughly. It's great as a developer to hear when someone likes your work. I'd check your game out too, but it doesn't look like you submitted one. If you were part of a team, send me a link to that submission please.

In "Fill the Hole", my favourite tactic is to scooch over to one of those big blocks before the pickup trucks start spawning, very gently pick it up without breaking it, turn it sideways and drop it into the hole. Obviously it doesn't fit, but it smashes when it lands and fills the hole pretty satisfactorily!

Whilst I didn't make the car art, the ground and breakables were all made by me during the jam. The water is just dropped in from an asset pack, I think AxeyWorks low poly kit. I was going to use that lots more to add little details everywhere, but when I tried it just spoiled the simple clean look of the world.

You're so right about the controls. If I were to do any more work on this, I think I'd convert it to VR and just use hands to interact. You'd get better, more intuitive controls, and twice the number of 'cranes' and way more fidelity. 

I went back and forth several times about which way round the triggers should be. Couldn't decide which was more intuitive. It's the way it is currently more by chance than design, to be honest. It's just the way I found it intuitive at the end of the jam. It might have been better to use them for rotate, the sholders for camera control and have an axis free on the right stick for up and down. One thing is certain though - that needs to be an analogue control.

There is a sound effect when the magnet attaches, but that was added totally last minute. Literally the last thing to go in! To be honest, I hadn't even thought about doing things like highlighting the connected item, and when the magnet is on. Definitely would improve it.