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Joined Cubes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2090 | 2.969 | 2.969 |
Originality | #2361 | 3.000 | 3.000 |
Overall | #2402 | 2.854 | 2.854 |
Fun | #2578 | 2.594 | 2.594 |
Ranked from 32 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 player consists of two cubes that are joined together. With Left Shift you can split them. You you can use the split mechanig to your adventage by receiving a little extra jump and you need to place the split part on floor switches to solve the puzzles.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
I love the concept. I also found I could keep jumping against a wall so I mayyyy have cheated a bit >.> I do like the simple style and freedom to complete it different ways. Good job overall!
Cool game and interesting mechanic. I found a bug where you can basically keep jumping if you are stuck to a wall rendering some of the puzzles obsolete. No big deal really for a jam, other than that pretty cool visual.s
I really like what you came up with using simple models and nice post processing volumes.
Great work
An interesting mechanic with a fair bit of potential, just needs some work on the gameplay and controls, the platforming is quite floaty and fairly glitchy, would be interesting to see a more fully realized version of this project.
Really fun and interesting puzzle mechanics, a little buggy but overall a great game.
Really interesting puzzle mechanic, although the controls are a little fiddly. I think I was also able to cheat the final section of the game by just jumping over it all.
Having two different sets of blocks to switch between is a neat concept, but I wish the game had used it in a more puzzle-y way. It felt like there was always a pretty clear button you needed to press to proceed.
I think the part I had the most fun with was the uncapped acceleration mixed with the wall jumping, flying above and through the level was an unexpected blast!
Thank you for your feedback! I had some pretty crazy versions of movement when I was prototyping it. In the end I chose the speedy, ice-y version. If the game would become more fleshed out I would love to change the movement behavior based on the levels. E.g. low vs high gravity, slippery vs non-slippery surfaces. ...and also some more challenging usages of the switches.
It's a bit hard to control and the whole movement is slow. But the idea and the mood is nice. A checkpoint would have been good
Could be better with checkpoints and distinct traps color because the color is the same as the cubes (black) i was late to notice them and i died .-.
Hi Binus Game Development Club, thank you for your comment. Checkpoints would make it less frustrating, that's so true. During playtests I had to cheat to drag my character to the desired spot. I better learn how to implement checkpoints or split the challenges in shorter levels. Seems like you almost reached the end. ;)
Cool concept! I find the player movement rather slow (it has a mad acceleration tho xD) Nice graphics! Well-done guys!
Thank you for your feedback! It was really fun figuring out the code and also looking into all of the other parts of game development. I've learned a lot, but for the next jam I will consider joining as a team.
I really like the concept of separate the cubes, its really fun. I think the acceleration is a bit strage (for me), you can move really fast but your jump is a bit low, and sometimes you have to stop to jump higher.
But in general, i lked it, wp! ^^
Thanks for your feedback. You should have seen some of the previous attempts of player movement. It ended up like something that feels a bit like ice-skating and I have to admit, it's not 100% what I've intended. I am very happy that you liked it. Looking forward to the next jam. :)
did you play my game
Yes, I've played it by now. The music is very scary. :D You added several levels, but I think you can increase the levels' difficulty a bit more. E.g. first level has no gaps, second level has floating platforms, and from then onwards the height, distance and/or size of platforms vary to make it more challenging.
ok but you can get stuck
Hi mixmax, that's unfortunately true. If the distance between you and an empty space is small enough when uniting the cubes while standing in a phased out environment, the cubes will be pushed to the empty space. I can imagine two ways to solve the issue when getting stuck in the environment though. The nicer solution woul be a check and only allow uniting when not standing deep in a phased out environment - or - load the game over state when being stuck. I hope you still enjoyed the other parts while playing. Have a nice day & thanks for your comment!
i enjoyed other parts