In disbelief at how good the voice sfx in this game are. Breath-taking experience overall
AttaBoy
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Oops, sorry. Here you go (and fixed it in the original too):
https://discord.gg/326PwWhPA3
Thank you so much for your feedback, and sorry for the delayed response! I'm really glad to hear you liked it, and your guess on the enemies all playing their death sound is exactly right lol.
The game has developed quite a bit in the months since the initial jam. The overall gameloop has gotten a big overhaul, and lots of things you mentioned are either in place or on the roadmap. If you're interested, I recently opened a Discord for development updates and playtesting! Would love to see what you think of the new demo when that goes out soon. Either way, glad you enjoyed!
Hey, thank you for the in-depth feedback! We're putting a new browser version out very soon with a pause menu, scoring, and proper game over, and the final version will have those fully polished up.
As for the bullets and cleaning up the corrupted blocks, that was a very common piece of feedback I heard during the jam and I totally agree with it. The full version will have multiple guns with different purposes, including one that lets you trade bullets for much more screen-clearing potential. The different guns also have a way to tie back into the 2D mode, which I'm very excited about.
And for everything else, rest assured we're working to make the full version a game people can enjoy coming back to again and again! More weapons, more enemies, more bosses, more Flapper. Thanks again for the suggestions (I'll play around with that minigun idea), I really appreciate you being invested enough to want Blocks for Babies to be the best it can be!
I think this might be the most beautiful game I've played this jam, the artstyle is just a complete success. It also controls wonderfully, which is so important for a dimension-hopping game. The puzzles are great too, and overall I just had lots of fun. After reading another comment I realize that I also missed the tutorial about being able to move the camera, so I brute forced my way into finding the cutout on level 4, but that's my fault. Great job on this game, I would sacrifice everything for dear sweet Cogmo
Vampire Survivors never really hooked me, but I think your first-person take on it was what I was missing because this is so much fun. The power-ups all felt really meaningful, the modes were a fun way to control the progression, and the difficulty felt challenging but fair. I also love the art. Between the enemy sprites and the music, this felt super polished. Great job!
I really enjoyed the youtube video, and it definitely set the tone for the whole thing. All of that was present in the tutorial text too, but the voice work really sold me on it.
I kept forgetting to trigger my first recall trap, so I mostly played with the ricochet. The game loop, which I really enjoyed, became laying down all my richochets, then hitting the first warbody and trying to lure the rest into place without dying. Lots of fun, and super satisfying to pull off. This is the kind of game where the enemies feel insurmountable when you haven't prepared correctly, but you feel overpowered when you do it right. And that's awesome.
I'd say my biggest piece of critical feedback is that the game is very hard, and it felt frustrating to not have checkpoints between rooms. The difficulty works for the core gameplay loop though, and it was genuinely scary to fire your first shot and have every enemy suddenly sprint toward you, I just didn't want to have to redo everything every time I failed a later level.
Overall this is really cool, and with some more sound design the atmosphere could be extremely tense, even with the silly overall theme. Great work!
An experience as addictive as it was multifaceted. It took me many, many tries but I had to see my little man through to the end. My only critique would be that I wish the auditory hitbox (?? not a term but that's what I'm going with) was more closely matched to when the scream audio cuts off. Overall though nice job, and cute aesthetic!
Really really well done. I've seen the two-worlds-with-slight-differences idea in plenty of released games, but frankly your framing of a remaster and its original is much better than all of them. Super clever, and delightfully pulled off. Also the platforming was really nice! The puzzles felt rewarding to pull off, and weighing the trade-off of using the staff as a helicopter vs as a platform.
A couple performance hitches, mainly slight freezes at various points, but those went away quick enough. Good job, a great jam game!
This is such a kick-ass game omg. The controls left me going insanely fast all the time, but honestly that kind of mayhem worked perfectly with the whole hack and slash vibe. It could use a little more polish in some areas, namely that it was sometimes tough to tell when I was actually hitting enemies or doing damage (some sound effects might help), but I was able to find a nice rhythm anyway. At the end of the day it's just super fun to dash at light speed into an enemy, slash them to hell, pursue their body in midair to hit them more, grab it, and throw it at the next guy. Nice work.
Really love the art in the opening, it sets the tone super nicely. I appreciate how much spirit this game has, and how much it nails its tone with all the dialogues. Controls-wise I definitely had some trouble. Having that explosive jump only trigger on releasing spacebar gave the movement a simultaneous sticky and unwieldy feeling that tripped me up a bit. Also the wall jumping felt more bouncy than I was used to in platformers. Still, the overall experience felt pretty polished and the packaging of the game was one of the most complete I've seen this jam. With some tuning I think you could really have something nice. Good job!
Obviously not done as you mentioned but still a cool collection of things going on! Honestly it's so hectic, even without the danger the obstacles should pose, that with the bumping music it's pretty awesome to just navigate the track. Good work making something and pulling all those good lessons out of it!
Hard game! Really like the music theming, mixolydian mode was actually one of the first things that came to mind when I heard the theme that I didn't end up using. I like that the weapons and enemies all feel well fit to their musical meaning too. The slow tanky whole notes, the fast 8th notes (both the enemy and the weapon), it all feels right.
Would love to play a slightly rebalanced version that's a little more forgiving, right now I have to drop everything to take out any 8th notes as they just laser in on me. Overall great job!
Wow this game might be the most ingenious way of teaching color mixing I've ever seen? Seriously, it was brilliant that you could not only solve each puzzle by fumbling around, which would then teach you the component colors of the one you're trying for, but that you could also go in knowing the color theory in advance, which would help you solve the puzzle more efficiently. Just excellent all around. And the presentation is incredible too! The menu transitions, the UI, the music... well done, a game to proud of. And I didn't even get to how integral the theme is!
My only note is that I'm not sure I got what level 8 was going for. I hit all the marks, but never managed to get a color on the shelf. Ultimately had to abandon that one. Didn't really detract though, great job!
I wish I had found the music settings earlier, I really enjoyed listening to it while I played! This was fun, and I liked the sprites for the different enemies. My only critique might be that the guns didn't feel balanced, even against the elementally appropriate enemies. Like I would continue to use the water attack even when the grass charge attack had advantage just because I prefered the rapid-fire. Still, great job!
Big mode reminds of those multitasking flash games I used to play, except all prettied up in a great-looking and thematically unified package. But even with that similarity, I don't think I've played anything quite like it. Really great job. Small mode also looked great, but I found it much more frustrating to play. I don't know if I'm just really bad at it lol but it seemed like there were some attacks I just couldn't get away from. Overall though this is a great game, and works with the theme nicely. Hard to imagine a better realization of "Big Mode" :)
P.S. great job with the story illustrations, and even better job bringing the 2D art style to the 3D models
This game is just dripping in style. Really, major kudos on the art and character design. The gameplay is also very fun, especially when everything lines up just right with your traps and gadgets. Some bugs here and there, and the gameplay sometimes doesn't really feel like you're outsmarting the AI, but I had a lot of fun. Not sure I totally understood how to use the color change to my best advantage, but I loved how your game mechanic/jam theme was echoed in the overall art style. Really cool to make the whole world one continuous level too. Nice work!
I really like the concept that Easy mode can prevent you from losing by also blocking you from winning. Like the other commenter said, it would be nice to have even some basic audio cues or keybinds for the mode switch, but the graphics are really nice. I liked that the easy mode elements fit the same aesthetic as the other sprites.
The physics were also grippy and momentum-based in a way that a lot of pixel platformers aren't, but which felt like they fit with the little rocky character. I was enjoying doing stretches of jumps with him, and could totally picture a really satisfying flow of consecutive jumps interleaved with mode switches.
Good work overall!
Started the game, died immediately, and got the smoothest piano lick of all time as my reward. Extremely funny lol
Very fun and simple. I really like the art style, and the animations are very charming (especially the way the train leaps off the track a bit). I could totally see myself playing this on bus rides as a cute mobile game.
My only wish is that the modes would somehow transition between each other. This is totally already in the game, I just had never gotten far enough to see the transitions. Great job, very fun game!
I really liked the tone of all the help text, and the two characters are very cute. A fun twist on the build-your-own-platformer formula, it was very satisfying to find solutions that bridged the gaps while accounting for the boy's jump height.
We also did a tetris-mode game for this jam, so bonus points for great minds thinking alike! :)
Hey, a fellow tetris-hybrid game! Awesome to see :)
Very fun idea, and I especially liked the transition from Tetris to Breakout mode. I agree with one of the other commenters that the 3D perspective, although visually very satisfying, made it a bit tough to determine which lane I was in.
But for the proof of concept this was very cool, I had fun!