Like the idea of switching between cubes with different abilities!
Play game
Cubemunity - Brackeys Game Jam 2022.2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #128 | 3.726 | 3.726 |
Fun | #211 | 3.333 | 3.333 |
Game Design | #234 | 3.370 | 3.370 |
Innovation | #250 | 3.215 | 3.215 |
Overall | #253 | 3.277 | 3.277 |
Audio | #396 | 2.919 | 2.919 |
Graphics | #434 | 3.096 | 3.096 |
Ranked from 135 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
My game fits the theme of "You are not alone" by having multiple, unique characters controlled by the main player. This fits the theme as in most puzzle platformers you play as one character the entire game.
Did you write all the code and made all the assets from scratch?
I wrote almost all the code, I got the leaderboard from here: https://assetstore.unity.com/packages/tools/network/dreamlo-com-free-instant-leaderboards-and-promocode-system-3862 . The door sprite from here: https://pixelartmaker-data-78746291193.nyc3.digitaloceanspaces.com/image/118bfa056fc460b.png. The enviroment from here: https://assetstore.unity.com/packages/2d/environments/2d-platfrom-tile-set-cave-61672 . The bg music from here: .I modified brackey's character controller aswell. The rest of the assets were all mine. (Anything I forgot is most likely mentioned in the devlogs)
Comments
Excellent use of different abilities and the level design complements these abilities. Each ability felt like they got to be in the spotlight for each level that they appeared in. I tend to struggle with level design when double jumping is involved, so I tip my hat to you on that aspect.
However, I tended to default to the black cube to use the double jump to scout ahead: the camera was zoomed in too much to determine where the next platform was. This resulted in many a blind leap of faith.
The mechanic of having to move each cube to the end of the stage was unique. I tended to forget to hold it down after particularly tricky sections, which was frustrating as I would need to have to reset the entire level. This proves to particularly noticeable in levels where the rift was behind a door and then a cube is sent back to the previous checkpoint either by death or when I accidentally fat-finger pressed the R key when trying to hit D or T. A possible way to ease this could be to have a zone around the rift that only allows level progression only when all of the cubes are in the zone. My grievances aside, it strengthened the community theme of you game as all cubes were required in later levels and gave a unique identity to the game.
Overall, it has good mechanics and level designs that utilised the the unique abilities of the cubes.
P.S. It was interesting to read your devlog and see how you went about development. I'm still very slow on the development side of things, so it was interesting to see the differences in someone else's thought processes and workflow. I will try to do this in the next game jam I join incase anyone can glean anything useful from my own thought process.
thanks for the in depth rating. I was going to refactor the level completion if I had time but sadly I ran out. I also really regret putting the walk throughs and trailer above finishing the camera as I was going to add a zoom mode so the player could see the whole level. Thanks for reading the devlogs, I’m not sure if you could tell but I kind of ran out of motivation to write them towards the end becuase I didn’t know what to put in them to make them interesting. Thanks for plying and glad that you enjoyed it :)
Cool game, i like how you have to use multiple cubes to solve problems, i like that it shows you the controls, overall well put together.
The mechanics & synergies between the different cubes were interesting and definitely fit the theme. I especially liked bouncing on the yellow one, it was really fun.
In regards to the graphics, be careful with the differences in sprite resolutions and aesthetics. The door for instance does denote quite a lot compared to the rest of the environment.
Edit: The distance of the camera gave me quite a hard time doing some jumps, sometimes requiring to aim for a platform out of screen. Could be nice to zoom out just a little or at least in the levels with wide jumps or significant drops.
Great work nonetheless, kudos to you!
Cool game ! It was a bit hard to know where the platforms were at times but it was still very fun !
i like the concept of this game, but it is kinda confusing... maybe zoom out the camera a bit? it might be better... the movement is cool but sometimes ig et stuck to the ceiling...
other than that good game man!
please check out my game too :)
Great game! it was a bit hard to see the platforms sometimes, maybe zoom out a bit or make a feuture for zooming :) really fun game tho!
That was a great experience!
This took me time 🙂
Reached Level 4.😎
Don't know why but feels like an achievement🙂
Would love to see the platforms a bit closer especially the ones at the beginning they are a bit demotivating since it took me a long time to cross that. Also, the player's field of view is somewhat less.
Other than that the game looks great to me!
niec take to the theme! there is some issues i faced, one is where when i go through the rift without pressing x i could cost a problem where i will leave my member behind and if i do it multiple times i will all my friends and get stuck in the level.
the level design is great, i would suggest making the platform closer so or making the camera further away from player so i can see where i land before i jump or fall :)
It's a really fun game. The double jump feels good. The music is glitchy and cool. I got some glitchy horizontal lines effect and I'm not sure if it's intended but it does feel a little distracting. I'm not sure if I enjoyed the leap of faith that much, not sure if it's an intended feature, but I did end up missing a lot of jumps and retrying many times because I didn't memorize the locations of the platforms well enough.
Liked the level design, as well as the movement, feels fluent. Good work!
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