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Sticky Cube - Prototype Box Puzzle game

A topic by Lushy created Mar 30, 2022 Views: 263 Replies: 5
Viewing posts 1 to 4
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https://lushy.itch.io/sticky-cube

Password: Sticky
Controls: WASD + on screen buttons

Hi guys, this is my puzzle game inspired by an old jar game called QBlox

In this game, you must glue yourself to the second cube and land on a yellow finish line, but It's sometimes easier said than done.

I will gladly take any feedback and hear about all the bugs you can have in there <3

BTW. If you can try the two Character mode and tell me about it too ;)

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I think it is a nice puzzle game, i would work more on the graphics to make it more appealing.

Aanyway, nice work!

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First, I love the concept. Can't remember seeing something quite like it before, but this feels like it could be super addictive. A bit easy at times, but I only played the first ten levels, so that's not a problem. Also, the first couple of levels worked really well as a tutorial

One thing that annoyed me was that whenever I finished a level and I just wanted to keep playing, I had to move my hand from the keyboard to the mouse to click a button. I would love it if you had keyboard shortcuts for starting the next level.

But that got me thinking, and I realized that the one problem I *really* have with this game, the one thing that stands in the way of me getting completely addicted to it ... is that it's not a mobile game. If I had this on my phone, I could definitely see myself sinking a lot of time into this. Make the floor tiles surrounding the sticky cube clickable/tappable so that I can control the whole game with my fingers, and this would be a ton of fun.

Two character mode was okay, but I don't really see the point of making it a separate mode. It's not a two PLAYER mode, so it's not THAT different from the main game. In my opinion it would make more sense to use the two player gimmick as an additional puzzle element in later maingame levels. It should be more self-explanatory, though, so I don't have to read how the level works. I'm guessing these are temporary graphics, though, in which case the final graphics should do a lot of that job for you. If there's a big flashing button that looks like it can be pressed, it will be tempting to press it, and if the other blue box looks more like a closed door or a set or iron bars or something, it will be immediately intuitive that "I have to find a way to open that - maybe I should press that button over there and see what happens".

While I love the casual aspect of this game, it could be interesting to see what would happen if you added a couple of more "stressful" levels. Like a level that has to be completed before a timer runs out, or a level where an enemy is following you and trying to eat you (either turn-based or time-based), or levels where parts of the floor crumbles after passing over it once. Probably best not to overdo it, but if every fifth or every tenth level was a challenge level, it would definitely make the game a bit less monotone.

The one "bug" I found I assume you already know about: Clicking "Credits" takes me to a blank screen with no "Return to menu" button.

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Hi Olaf, 

Thanks for this long and meaningfull feedback <3 and sorry for the long time it took me to reply.

The difficulty level is the thing that I was worried about that if I make it too hard people will just bounce back after few levels, but from few feedbacks including yours I see that I should make it at least a little bit harder.

The on screen button issue I will add to  the todo list, It was there because I was developing it few years ago with idea of making it mobile only, but right now I think I will start with demo for web and then Steam(I'm a little bit scared of oversaturated mobile app store, where for me Its Very Very hard to find a good quality game).

Adding Two-Character mode into the main game mode is also a good idea, It can add another level to the puzzles.

"It should be more self-explanatory, though, so I don't have to read how the level works" This was to see which worked better, an on screen button for changing characters or an in-game button that you need to click with your character.

"if the other blue box looks more like a closed door or a set or iron bars or something, it will be immediately intuitive that "I have to find a way to open that - maybe I should press that button over there and see what happens"" Another one landing on my ToDo list :P


For the limited moves/time challenge levels, I will test that, after adding all other things.


Anyway, that was a Very helpful feedback, thanks to You I have a few more aspects to focus on when developing further the game :D

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nice concept, I would like to try another level  ^^

I'm curious ro see what you can bring to the course like obstacles, traps or bonuses.

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Thank you <3 

I will keep you updated ;)