Honestly amazing game, nice visuals, amazing intro, and interesting puzzles, but there are some things that bug me, just little things, one being that I wonder why you have 2 different inputs for picking up and throwing the cube, why not make this the same mouse button?, and another thing being that I did not know you could hold to throw the cube untill after a ton of akward throws, would be nice if this was part of a room, for example one where you have to throw the cube really far or high or something to hit a button, but really great game overall!
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Shutter Labs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #76 | 4.196 | 4.196 |
Creativity | #97 | 4.217 | 4.217 |
Enjoyment | #120 | 4.007 | 4.007 |
Presentation | #150 | 4.362 | 4.362 |
Ranked from 138 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?
Roll the dice to complete puzzles
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Really cool game with a lot of polish! I unfortunately ran into some bugs and couldn't progress after being hit by some missiles and grabbing the cube.
Love your tutorial. I watched the youtube video of Mental Checkpoint and I think that in the rooms where you get the power up the chance to throw that power up should be increased so I can test it. In the level with the pit and the blue wall in the middle and the yellow thinks at the side. I went in the pit an threw the cube while it had teleport to the other side. Don't know if that is a intended solution just wanted you to know that. In every rocket room I just out ran the rocket and died in the new checkpoint. BTW huge fan of both of your channels
Sensational work for only having 48hrs to make this!
The only main problem I had with the game but respecting that you only had 48hrs to make is the overall communication to the player. Having some sort of demonstration of what each of the abilities do when upgrading the cube would be pretty cool so when approaching each puzzle would be a little more understanding.
- Corn
Fun game, have some feedback !
Didnt get the point of the rocket rooms, died a few times no big deal, walked right past em
Didnt get the point of slowing you down while holding the cube either, only slowed down time between rooms in my perspective
In the room right after the swapping places ability is unlocked, im pretty sure youre supposed to throw the cube through the gap but the throw isnt strong enough so instead i used the brain ability which served as a big jump and helped me "solve" the puzzle which leads me to my next point
I loved that in some rooms you can use more than 1 ability to solve it to not make some of them redundant so it isnt as annoying when the dice doesnt land where you want it too. For example, in the room where you have to use the magnet power and platform on the cube i fell down and couldnt get back up so i solved it by using the big jump from the brain power. Or when the button is on the ceiling you can either use the brain to use the jump, jump again and press it, or use the swapper throw it at the right time and press it. I do feel like this wasnt intentional and could be greatly expanded though so heres some suggestions:
-make the blast from the explosion power give you a rocket jump (a small one to not make the jump from the brain redundant, or bigger but harder to control, idk)
-make the jump from the brain power higher
-make it so you can stand on top of the cube when its moving with the magnet ability
-the jump from the brain power probably wasnt intended so maybe make that as the 6th power up idk
These already sound a hard to implement and also make the game a bit more platformey but they sound cool in my head so you do you
You nailed the ambiance!
I didn’t finish the game and I want to come back to it, but without checkpoints I’m going to have to redo everything again, maybe a level select for the next version?
Congratulations on such a good production!
Hmm after rating a few games where I had criticism of the aim or presentation. The fact this game built in a tutorial and had the deadpan humour of an apathetic tutorial made me enjoy it a bit more.
Presentation alone must have taken the 48h, although there are mechanics seen in other games there was some fresh twists that made it feel new.
Good job to the team of people who put this together
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