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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?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
I didn't understand what to do. The cubes fell down of the world a few times.
You were probably playing the WebGL build which is messed up. Try the exe and/or don't use the zones on the right hand side.
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.
Antichamber was an inspiration. Basically Portal + Antichamber + dash of some arcade action. Look for it after the game jam with some fixes and improvements. Thanks for the feedback.
I love these games and I would be happy to check your project out, too. Hopefully a non-jam environment without any rush will help you make it into a great game! :)
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 am not an expert at board games, but from my entire heart I wish you good luck with this endeavor. I hope you'll run a successful campaign on Kickstarter and have enough time, funds and willingness to fully explore your subject.
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!
Yeah, we wanted it to just tie into bonus points and not actually be a hard loss condition. Thanks for your comments, we were trying something super experimental. We'll probably clean it up a bit and fix the bugs and see what people think after the jam too.
The camera was moving way too fast, but overall pretty cool puzzle game, seems like Portal was an inspiration
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!.
Thanks. We ran into some last minute issues with controls and some colliders. Just 1 more hour and we would have easily fixed those! Oh well. Live and learn. =)
the blurry post-processing and graphics were very neat. I struggled to understand what was going on at first, but soon got the hang of it! You could add text to your tutorials to make them more decipherable! Besides that, excellent job!
Wanted to try to make it language independent and a bit of a mystery. Agreed that we could have done a bit more to push people into what the goal was. Just ran out of time. Thanks for the comments.