I didn't understand what to do. The cubes fell down of the world a few times.
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BOX-BUX's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #2710 | 2.833 | 2.833 |
Presentation | #3145 | 2.556 | 2.556 |
Overall | #3480 | 2.389 | 2.389 |
Fun | #4237 | 2.000 | 2.000 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The rules of how to manipulate the world and what they have to do are unknown and out of their control.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We created all audio during the game jam
Comments
Somewhat reminds me of Antichamber, but I was too dumb to understand the puzzles in a sequence they were presented. I feel like I went in the wrong direction from the beginning, so I'd suggest implementing a more narrow "tutorial area" to gradually introduce players to game mechanics.
Thanks, probably will just keep it as a prototype for now. Maybe in the far future we'd explore something else. I'm curious to check out Hyperbolica, this upcoming non-Euclidean puzzle game built onto Unity, as it will apparently be part open source too. Might work some of the ideas we tested in this game jam in that.
Right now I'm more focused on starting up my digital hybrid board game company. Making a board game with digital components and getting it ready for Kickstarter is taking up all my time now.
I liked it, but the mouse was way too sensitive for me. Once I got over that it was cool to start figuring out how things worked.
It was pretty hard to figure out what one was supposed to do, but I'm not against games that throw you into a confusing setting and let you slowly figure things out on your own, so I actually liked that bout it. The timer is counter intuitive to an exploration/experimentation setting like that, though, but it didn't seem to do anything in the end anyways, so I guess it's all good. I think this could end up being a really interesting experimental concept!
The game assets looked good! But it seems like you've included game controls/mechanics that serve no significant purpose in the game, like the zoom button, and the toggle crouch. At least I didn't figure out the purpose of those moves.
Yeah, zoom was meant to be removed but we ran out of time. Crouch was going to be implemented to have meaning but again, out of time, lol. Those should be the only two that you don't need as far as I know. Definitely want to remove zoom and crouch or add some meaningful interactions with them (probably changing shape changing to those interactions).
Presentation is top notch. Was mystified by the signs.
Got lost on what I was supposed to do or on the controllers (not used to traditional keyboard bindings other than wasd moves player) after a while found that 'E' key picks things up!.
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