I really like your title and the color palette for the game, and it's a cool idea! I tried to play it for about ten minutes but got stuck in two separate sections. I was really confused in the first room because the first object you see is the wooden box that seemingly doesn't react to your gun. I pushed it to the ledge and jumped on it to progress. Once I saw the colored boxes and the gun worked I turned around to try the wooden box now that I had mass and still it did nothing. I'm curious why you chose to make the first item the player sees a box that can't be used on the gun, instead of putting a resizable box there or even just stairs.
I also got stuck in the scale room. I resized the box to the point where it wouldn't let me make it any bigger but the scale didn't lift. I tried pushing it into the corner of the scale and ledge to get all the height I could and jump on top of it. It seemed like I could just almost get to the top with the job, absolutely if you could make it just a tad bigger!
If you make more progress on this game, please let me know I'd love to test it out more! I think if moving the boxes is going to be a core mechanic, a good addition would be a simple pick up function where you could move the box that way instead of pushing it with the player character. I have a feeling maybe you wanted to make that, and that's what the wooden box with no stairs was.
Awesome job!
Viewing post in Resizable Boxes Inc. jam comments
Thank you for playing, and for the insight into your experience!
Our original idea was that the player wouldn't be holding the resizing-gun at the start of the game, and that they'd pick it up from a pedestal atop that first platform. That way, the wooden crate would act as a tutorial for pushing objects, before you gain the ability to resize things.
The scale/seesaw room tries to teach the player two concepts at the same time due to time constraints, so that's likely where the confusion comes from. It requires the player to go back and obtain mass from the previous room, using it to make the box significantly larger and heavier. But it also presents the player with a more complex physics problem, where they must use leverage to tip the wooden plank.
A mechanic to pick up smaller boxes is something we'd like to explore, if we take this game idea farther.
Thanks again for the feedback!