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(4 edits) (+2)

Oh yeah, I see the similarities but yours is also distinct enough to make it unique :) Obviously I like the idea of creating these electrical connections and the idea of "welding" unto other blocks makes is challenging as you have to think in advance or else is back to square one.

I want to share some tips I've learned making puzzle games:

  • When possible, create levels that do not lead to a "locked state" where the player needs to restart thus reducing the frustrations of having to restart the level and feeling the dread of having to remember all the steps to get to where they failed (usually only to repeat it and have to restart it lol)
  • Make the controls smooth and precise. There's this weird bounciness to the movement that makes is distracting and I even managed to get stuck because I thought I could move only the game was not ready for me to move (see the image bellow) Seeing that you are also using Unity and this is more or less grid based, I recommend using the "Vector3.MoveTowards()" method inside of a Coroutine for each grid movement preventing the player from moving until the block has fully moved.  This also allows you to coordinate with other game elements such as switches to interact exactly when you need them to. To prevent the player feeling like they are "waiting" for things to happen after they move I would recommend shortening the animation times on things like buttons and the pusher things to make them feel snappy and responsive. 
  • You started very well with a short and simple level to get a feel for how to play the game but then level two felt more like it should've been level 5 in terms of the scale and how many things you needed to do to win. I recommend making more in-between levels that slowly increases the size of the level and the complexity to not make it feel so jarring and overwhelming to some players. 

Hope that helps and I mean this in a good way to help the game be even more fun post jam. :)


(+1)

Wow! Some in depth feedback from my jam twin :D

In order of feedback given:

1) The plan to fix this issue is to add an undo. I did try to avoid the dead end scenario in a few places, but in a game where you can not pull blocks it is hard to prevent players from ever ending up in that situation.

2) Yeah, the pistons are a pain. The movement feels weird, because there isn't actually any grid based movement in this. It is actually all physics based. No animations here. 

3) Yes, couldn't agree more. When I am making puzzle games I always plan to do lots of tiny levels; putting lots of thought into teaching all the mechanics (see level 1) and then I get carried away and stuff like level 4 happens. 10 more levels coming for the post jam (level 4 will become level 13)


Thanks for the feeback. I agree with all of your points! Very glad you liked the game :D