The tutorial has text that tells you hopping in the game a straight upward hop. If you could jump forward while in the air it would break 90% of the level design puzzles.
Can you send me a screenshot of the shop being screwed up on your 16:10 monitor? On mine it looks fine and im trying to fix all UI to stretch and shrink correctly across different screen sizes but its annoying and hard.
Once I'm done with another guys demo review il reply back to you an update that has changes based on your feedback.
BokuDev
Creator of
Recent community posts
1) Talking about art and graphics without showing or explaining what you mean feels strange. If there is a background that is busy I won't know because you didn't show it or tell me of it. You saw it and just said "Backgrounds are busy" but which ones? Every level? Then the only recourse to fix it is to go into every level and assume the average persons ability to find each background busy when my eyes don't do that I'm bothered by NOTHING hence why I couldn't notice the busyness myself and need feedback on the subject probably making them that busy in the first place.
2) "INTERACBLES" is what you said and I couldn't understand that since I just call them puzzle cubes. Interactable doesn't make sense because there is tons of interactable stuff other than push blocks. The game has that attempt to be a mix of 3D platforming and sokoban but I guess I find sokoban push block puzzles fun and others don't you wouldn't be the first to mention something similar. Despite the genre of the game being a sokoban; I'm gonna try deleting all normal push block puzzles that are only meant to be pushed out of the way then but keep the special ones that have a bomb, laser, or fake boku attached to them then if they are more fun and put one more of those kinds of puzzles then instead on every level that's meant to kill enemies then if that fixes the problem.
3) When you say "more utilization of the other mechanics, especially the movement." that's extremely confusing to me again; there is moving platforms, plenty of ladders, lots of verticality level design of going up, falling down, fall blocks, you name it despite being grid based the levels design do a lot with 3D movement mechanics I'm confused. Dashing over gaps itself is another movement mechanic used a ton on every level for both gap traversal and killing enemies. Complex movement along the tile system happens a lot like with the land mines on 1x1 tiles in the snow cave level.
I think il just have to retool the boss then and make it like a more traditional game boss with a health bar and 5 attacks it can do at random in its arena's along with the patrolling; then you use a special cube to damage it in some form till its dead getting its health bar down and then you save a bunny cube instead of toggle buttons to unlock gates that lead to a giant puzzle cube that kills the boss like before.
Here is a early look at a upcoming Bokube Demo version 15 based on your feedback:
1) " the style is cute and attractive though inconsistent".
Looked for warped textures within the demo levels to try and make it more consistent. In the desert temple demo level where things look scary because of the giant eels I added more statues of cute colorful bunny cubes along walls to lighten the mood.
(Though one thing to note is the game purposely has scary elements its a blend of scary and cute for the stories sake in the full game). *(I can only guess this level is what threw off the consistency for you since you didn't provide feedback for what about the art is bothering you and this is the only level in the demo that has scary element's with the giant eel statues)*
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If these need changes because of color or something let me know if its too busy for you or something I may darken their textures.
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2) "least fun mechanics: Enemies, Interactable, Dashing, are overutilized".
On every level in the demo I removed 2 blue enemies and replaced it with a section that forces you to understand the tile movement more and push green puzzle cubes out of the way as a small puzzle. So each level gets 2 more block pushing mini puzzles now. I think increasing these will make the balance of action and puzzle feel better.
There is only me working on the game so I never know how it feels as a player since I'm too brain-rotted from working on the game alone for so long.
Here are pictures of each of the added segments (Note doing this removed 2 enemy encounters from each level but there are still enemies and traps of course just less of them). Hopefully this will increase the quality of the gameplay genre balancing mix of puzzle and action platforming.






All of these additional 9+ mini block puzzles to the demo levels should force the player to understand the tile system and 3D rotational directional camera more.
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3) "This is especially apparent with the boss fight, a simply patrolling boss fight mixed with some toggle buttons, that's it".
I changed this boss fight to be a sokoban puzzle challenge now where you need to push blocks the correct way to get out of the exit of each arena BUT ALSO hit toggle boxes while avoiding the boss. The bird boss will fly through the arena so you need to figure out how to push the blocks and dodge the attacks along the tile system now instead of just arena's with rings and buttons there is a little bit more complex sokoban box puzzle in each boss arena to deal with/turn your camera with.
Here is 3 photos to show each boss arena as it gets a little more complex each time until you beat all 3 arenas/finish the fight.
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I'm going to playtest this now for 1-2 days and then push out the update on both itch/steam. Thanks for your feedback.
- Fixed the exe icon being too small
- The red walls? Those are lasers themselves I don’t know what you mean. Touching that red line kills you instantly so its working as intended??? I did change up that area so the lasers make a little more sense though.
- “Ghost Bokube” (spoiler) happens on every level if you catch it disappearing at the start of every level and is apart of the games story. (spoiler)
- The shop text and the bomb text is like that so they dont overlap eachother because the bomb has to tell you its information how to use it in a large area so you understand that you can explode it even if you’re far away from it. Without me pulling one text object above the other you wouldnt be able to read ether when they would have overlapped
- Fixed the costume shops screen issues.
- The 36 costumes are unlocked by random order for each player and each playthrough so I cant limit them at all but its fine; there's only 5 or whatever diamonds with how little levels there are in the demo so the player wont unlock them all anyway they will just get a random 5. The system was made this way so people can brag about the cosmetic they randomly unlocked to a friend who got a different one by random but you still unlock them all if you find every diamond on every level. (in the full game I mean)
- Remapped the shield secret move to left and right triggers.
- I fixed the windowed mode issue.
Bokube build number; "013 +fixes" is out now with these changes on both itch and steam demo versions.
1) I spent a lot of time lately trying to upgrade the engine to unity 6 LTS to get PS5 controller support but even with removing all the errors I cant get boku's player controller that used incontrol from unity 2017 to work in Unity 6 LTS so im reverting back to Unity 2017 and I realize now that steam has custom controller support that would make your PS5 controller work instantly and natively on Bokube because it would act as a xbox controller gamepad with steams controller workshop stuff without you even editing any steam settings right of the box you'd just have to download the game from steam when I make a steam demo or something and launch it from your steam library.
In the future after I release the game on steam and need to do a console port or something il have to hire someone to help me port it to Unity 6 and remove incontrol for the player controller.
2) I added a splash screen that mentions that Bokube natively works with a keyboard or xbox gamepad encase someone plays this demo without a steam version from the exe. itself so they dont get confused why their PS5 controller doesn't work. 
3) I liked originally that the double jump is almost a warp dash upwards and I thought it looks cool and unique but you and a lot of other people have said this so I rewrote the code to make a smooth transition upwards instead of some kinda warp.
Here is a video of it.
https://x.com/BokuDev/status/1990197666941436248?s=20
3.2) (I made it so control prompts have COLORED text for the inputs so you can understand controls better in the tutorial explanations).

4) I made it so that pressing X button of a xbox gamepad or pressing F key of a keyboard just cancels a dash as well as hopping with A or space bar does.
Here is a video of it
https://x.com/BokuDev/status/1990205109339295829?s=20
5) Changes to the bombs* "Touch a BOMB CUBE to turn it on. (X) BUTTON OR (F KEY) TO EXPLODE ONCE BOMB IS ON AT ANY DISTANCE AWAY FROM BOMB". The bomb turns RED when it is on instead of staying blue and the text mentions you can explode it from as far away from the bomb as you want.
6) Added a laser introduction to the desert temple level so the player will know to burn ghosts with lasers. The prompt for this in the areas where the laser is used is large and explains the rotation can be done at any distance away from the cube.

7) I pulled down the fog in the desert temple level a lot so this bug shouldn't happen anymore.
8) I playtested the demo myself again to make sure I'm not taking damage when I double jump from any enemy.
9) I rewrote the projectile enemy so it won't kill itself anymore.
10) added a mention in the tutorial that landing on top of a puzzle cubes spike bit will instantly kill you.
This update to the Bokube demo will release later this week. il announce it on twitter when its ready. It will be BOKUBE STEAM DEMO_008
Added more text to the tutorial that explains all the special moves. Added more text to the cannon segment that tells you to fire the cannon in the direction of the nearby arrow sign arrow is pointing.
Since you had trouble with the 2nd level; (Snow zone crystal cave) I already removed some enemies and traps from it, put an arrow sign on one of its confusing segment drop sections, and made that drop area bigger/more obvious. I added another spike puzzle cube so the player is more familiar with them before you get to the harder puzzle segments, and I made the final challenge puzzle of the overall level easier by deleting a buzz saw and making the paths 2x2 instead of 1x1 tiles.
Another change I did is changing level 2 to another level entirely but that snow level is now level 3 instead of level 2.

Updated the game to BOKUBE DEMO version 006 based on your feedback and more here is a changelog
-Gave logo scene, anime opening scene, the code scripts required to keep the games settings menu data for screen res so if you edit the games settings from any scene in the game the splash logo scene, and FMV opening scene should stay true to your settings.
-Added a alt-tab pause game C# script to the whole game on every scene so the games state will pause if the user alt-tabs out of the program at all.
-Slowed down the sprint roll a bit. (this is suppose to feel fast enough though)
-Pressing ESC in the settings menu now closes it just like the pause menu
-Pressing ESC in the controls help closes everything then you reopen pause and its just pause menu.
-The tutorial text ((Should)) fit your screen now.. I think?
-Pressing F for the cat shop at the start of the snow cave level is impossible to kill the player now.
-Deleted the upper spike log in the theme park pool I didn't like it anyway the level needed to be a bit easier i think.
-Fixed the tile walls in the pool right of the checkpoint
-Removed the theme park level from the BOKUBE demo and swapped it for another early game easier easter zone level. This new level is untested new content though and will probably need to be updated based on feedback as well...
-Fixed the WAIT here collision sign from the theme park level despite it not being in the demo anymore.
-Added enough coins at the start of the tutorial to let the player buy at least 3 health cakes so they can learn how to use the health cake shop with enough starting money.

Released a 005 update that addresses a ton of fixes and your issues in particular* Here is a change log
-Removed lore ghosts for now from the demo the full game will have them with better audio and sound levels.
-Removed GET GOOD voices completely
-Fixed bombs so they instantly kill you
-Pressing ESC key on the main menu, once to open the quit canvas and again to confirm quit; quits the game
-Pressing ESC key on the cat shop menu closes it now.
-Made Bokube Tutorial level 1 easier by deleting some of the landmines in the instant kill teaching section.
-Made Snow Crystal Cave level 2 easier by removing some traps and enemies.
-Made Desert Target easier by adding more safety wood floors, removing some enemies, and traps.
-Made Spooky_3 easier by slowing down the oinky ghosts, editing the oinky enemies
-Made Easter Boss easier by slowing down the second arena attack of the big bird boss
-Made the cannon enemy firing better and not when the game is paused.
-Bomb explosions ((should)) kill instantly now.
-Made the Water Ice Death warning be 7 seconds long instead of 3 seconds long. I changed it font to the menu's font and added a speech bubble similar to the OUCH text so it fits the game more.
-Turned down the noise level of the windmills in the tutorial level.
-turned down the noise level fx of enemies on the ground in the 2nd level.
-Redid the cat shop menu to be more similar to the pause menu.
-Changed the background of the pause menu and added concept art to it so it fits the game style more. I'm gonna do something I guess where the art changes the concept art depending on which zone of the game you're in so its more charming.
-Changed the Settings canvas art so its not concept art anymore but its boku upside down and gave it a better background thats similar to the pause menu so the style carries through.







This was fun and humorous to try to fall on where I live and kill myself;
Reminds me of wario ware for some reason. It would totally fit as a timed mini game to rapidly collect stuff; get bigger and Katamari Genocide the planet under a time limit like the sun is trying to outdo you in kill count and you race to end humanity before the sun blows up or something. collecting a ton of space junk spinning rapidly and crashing into California felt so relaxing. Like a pain in my spine left me seeing it become the sequel to the holocaust with this music... beautiful.
very neat game. Music is charming and makes it more funny. I'm not sure how you'd make this a real product aside from it being apart of a wacky minigame collection but its good none of the less you're smart and can figure it out.
some more humor like screaming people when you land and crash on earth would be hilarious.
I hate pixel shit but somehow I rike this game.
The music is amazing; the smooth transitions to new screens is great. You need more sound effects for the smaller stuff though like unlocking doors, maybe footsteps, reading book UI sound fx, maybe a stairs stepping sound effect or something when you walk through transition doors?
Tutorial design is really good you introduce stuff better than me for sure. The setting of mount su-meru is really good I think you do even more with the story like death skeletons with notes left behind with more lore there is a ton you could do with it than just books laying around.
I wanted more to the gameplay like combat; but if you wanna have something that isn't too similar to zelda's combat consider a gun, or whip, idk some weapon that doesn't work like a sword and shield does and will still make the game unique puzzles alone wont be enough for the gameplay I dont want you to suffer like me and my puzzle platformer shit game as much as I enjoy puzzle only games and you might too its HARD to sell them to modern gamers and make a living.
if possible zooming /in/out the camera for bigger puzzle sections would be cool but I'm not sure if its possible with whatever engine this is made in.
Is the music morrowind or something? Or did you make the music I cant tell. Way more sandboxy but with the first game I wanted more meat with a overworld with RNG monsters and 8 dungeons that have the rogue-like RNG gameplay and 3D monsters no more 2D anything.
Get some online multiplayer especially if you're gonna go down a more sandbox route but id advise agasnt sandboxy anything and make a good RNG 1st person rogue adventure game. Think overworld, 8 temples or dungeons with 8 original bosses and themes and then a final boss. Still have lots of RNG and rogue-like stuff.
I loved the first game but wanted more meat make this sequel have the meat. Seems like you're gonna go the sandbox route for youtuber and streamer baiting well you know what im making a shitty puzzle platformer so you're probably right to go after MONEY nevermind make dark souls minecraft sim rogue this is genius
This should have been 3D I hate 2D pixelshit. Make sure you add online and local multiplayer or you're not gonna make it. Charming gameplay and the fog of war with shadows reminds of me dark wood. You know what fucker play darkwood and come back to making this game and make sure you make cute dark wood if you're gonna go 2D route still and appeal to Californians unlike me at least this isn't a fucking puzzle platformer like my trash.
-The axe hand controls like flipping tools is great looking. Very soulful. Animations here and there are fantastic like pulling bed sheets and the little character with his trump hat is charming.
-Needs music. Go find some non-American audio stock website and find non-commonly used music and buy it and use it. *(including ambient audio)* what kinda survival game doesn't have crickets and birds going wild making forest sounds you forgot that kinda comfy shit. I'd hook you up with my audio bros from nipland but I dont want to share my secret sauces for kino find it yourself DO NOT make your own music I bet you cant do it you cant even do 3D.
-ADD GUNS YOU NEED GUNS play darkwood you hack.
-Add giant scary monsters to survive from. You need iconic spooky monsters that you can fit in your key art and survive/fight agasnt.
-Add footsteps and make sure there is support for all textures and whatnot footsteps for grass/wood.
-Add a ghost that stalks you hiding in the trees of the forest and relates to a story or some shit.
alright good luck you'll need it
Give me online multiplayer not just local.
The girls are really cute but the world art like buildings and trees look crude you should make everything cute.
This could use more music instead of ambient sound so you'll beat out or compete with other golf games better. Study mario golf 64 or something on charming ost's for a golf game.
Like the concept; and the girls themselves although one that adhires to my kinda fanservice with large breasts would be better then 2 flatlets. Keep it up!
Add the following if you want to make it.
-1000 pieces of armor/cosmetics but you get a single random one out of 500 after winning a multiplayer match. The other 500 are found on the open world single player explorable island you got or whatever. You need unlockable cosmetics for only winning a multiplayer match so the competitveness is there and drives people to keep playing/keep servers alive longer
-10 good maps for deathmatch
-10 good maps for your parkour thing
-10 good maps for your race idea thing
-a new mode with a one life rogue-like/risk of rain in first person mode. PVE and you get random drops for clearing a floor; each floor gets harder there is 100 floors and a final boss. With one life and 10 players or more its entertaining to watch the others still go on if you die. (perhaps revive each other using money but money, monsters and weapons, loot etc needs to be random etc)
-6 hour single player island thing you got going on. The island is segmented into 6 sections with each section taking an hour to complete. Each section has a theme; and each section has one boss maybe you are killing the 5 bosses to unlock the final section and fight a final boss idk. I'd suggest making this have multiplayer too and not just single player at least 2-4 player co-op but idk. Maybe aim for this adventure mode to be similar to a souls/from soft kinda design but a FPS
-improve graphics, models, textures further
-soulful music
Also I came to the realization because of this feedback that the right move to make is swapping zone 1/color factory to zone 3 instead of the first zone in the game is a good move right now. I will make the zone 2/easter zone be the first zone and forest which was zone 3 before will be zone 2. I'm going to scrap the speed boost pad mechanic things because they don't feel good with the grid based movement. I'm changing the "git gud" message to gameover, (mostly because I'm tired of 9000) people telling me its too offensive even though I personally think you guys are too emotional but the customer sometimes has to be put before me for successes sake.
This wont make it into the alpha (I think) because there is not enough time but the bokube beta will touch up a lot of the gameplay of the color zone to be less speed runnery but lava levels are a staple of the game that can't be changed; (or in the final game skipped like you did mind you) il probably balance lava levels more with more playtesters play sessions to be easier.
Skipping levels at all is not good! Every level is beatable there shouldn't be soft locks since iv tested all levels; I prefer feedback on every level after you complete each one but then again thanks for the feedback anyway its better than nothing this is good feedback in its own kinda way.
I'm uploading a new build right now that way less frustrating btw. Has ESC to quit, F2 to go back to level select, and fixes a frustrating copy ghost boss you'd probably hate later. I suggest waiting to continue playing till tomorrow it will be uploaded by then.
I can't address "I can dash through adjacent crates causing me to fall through the Floor". Or location specific issues because you need to record your gameplay where that issue happened not describe in text because there is a lot of similar crates or assets or spots.
Also back button for restarting the scene works on my XBOX one gamepad and XBOX 360 controllers, what controller/gamepad are you using? The timer ticks UP so its not really ticking down on you; there isn't a reason to let it stress you out its clearly a function of the full game and not this alpha or beta builds. When the final game releases it will just show you your clear times for each level but thats for speedrunners not someone just wanting to play through the game normally.
Yes I have playtested the game in the current build and beaten every level but I'm just really good at it and never have the same issues at all with the gameplay. I can beat every level insanely quickly and never die so I don't know whats hard and what isn't.
Refer to my gameplay on youtube; its apart of the reason I have to playtest with a lot of people right now and make changes if I can.
I'm gonna tackle this list now based off of your feedback and then update the build when complete though thanks for playing;

Because of this feedback I'm going to add one additional level in each world that is a lava rising challenge. Each world will get a lava rising level with that worlds traps and enemies used on that level etc. The final game should have new game+ as well for more content (gonna try and have a secret ending with this new game+ so its a reward for beating it).
I will try to get online leaderboards but I was told that is really hard for a first time dev if I fail at it il go with local best time scores.
I actually did a lot of tests with local co-op and sadly I can't get that going correctly this first time around its way too much content I'd have to work on the game for another year and I rather move onto a new game. (il save this for bokube 2 though)








