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A jam submission

WarehouseView game page

Submitted by Vincent T — 24 days, 13 hours before the deadline
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Warehouse's itch.io page

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Comments

Submitted

This game might have had a simple concept, but I still found it really fun. The core loop of picking up boxes and sorting them is interesting, and the sound effects really add to the experience. As others have said, some up front instructions probably would have helped make things easier to figure out. Additionally, my first thought as a tester was "I wonder if I can fall off the map", and it was surprisingly easy to do. I think adding a barrier to prevent players from doing this would be a simple but important change.

Host

Remarkable: Good use of sound effects.

Needs Improvement: Feedback! First, hard to tell which box is which. Second, because the text reads "RedCube1", it took me a while to realize that the "1" is supposed to be a quantity (without a space, I thought it was talking about a specific box). Finally, it's hard to tell when you're allowed to pick something up. Since you're using a RayCast to indicate "pickuppability", I would add some kind of highlight to the box that is pickuppable at any time.

Successful: The feeling of monotony, which hopefully was the point! (but also the sound effects made it more satisfying than it probably deserves to be ;) )

General: I worry that it would take away from the sort of casual feel, but maybe you could have a timed mode. This game seems like a good fit for a competitive experience.

Submitted

Something that stood out to me in particular that really enhanced the experience was the sound design in this game. While the sound effects are short and simple, they really improve the feeling of interactivity. The game controls well too, in terms of movement and how the player looks around. The game is a little confusing at first, since the player is dropped in without much of an idea of what their goal is. A brief description of the controls alongside that wouldn't hurt, since it took me a quick second to figure out that Space was used to pick things up. Numbering the boxes would also help, unless it is intentional that the player is supposed to experiment with which box is the right one. Your game responds quickly to the player placing the cubes in the correct boxes, and alongside the jingle that plays, the game's inherit feedback is a good one.  Aside from not knowing which box is which, the game doesn't prompt the player to do much other than walk around, picking objects up and guessing where to put them. Once each box is identified, the player only needs to walk back and forth. Adding some sort of challenge, like a time limit, would add a sense of urgency to the game. Everything in the game works as it should, and nothing about the game felt wrong with how it was implemented. 

Submitted

Hey Vincent, after playing your game I have to say I really enjoyed the simple concept. Placing specific objects in certain bins works pretty well. The most remarkable thing about your game is how you treated interacting with the objects. Picking them up and moving them around is so fluid and controls really well. The biggest thing that can be improved about your game would be the inclusion of some instructions. The player is kind of just thrown in and has no clue as to what is actually going on. Also, a crosshair of some kind would be really nice to know where the player is aiming. It would make it really easy to pick up the cubes that way. The sound design in your game is great, the sound of picking things up and placing them in the correct box is very cool. I think the boxes should be identifiable in some way but it adds to the challenge a bit. Overall it was an enjoyable experience and shows great promise. If it were expanded upon I could see it being a good mobile game. Enjoy your holiday!