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It was a lot of fun climbing to the top and finding my own way through it. I like how freeform the level design was. It gives the opportunity to pick your own path and change it if you can't figure out how to get past a certain obstacle. It was a very good idea to make the ledge-climb mechanic so generous, since platforming in a 3D game can often feel clunky, especially when the platforms are physics objects.

Controls for switching box and resizing modes felt a bit clunky. think having (different) sound effects for switching would have helped a lot. The cooldown for item pickups also felt a bit pointless. Why put them on a timer if I can just sit there and collect the same object until my inventory is full? Small nitpicks though. Great job!

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Thank you! I actually like level design field a lot, but I didn't put too much thought in it since  the limited time. But I managed to do some forks in it so courageous players or the ones who figured out their way with the mechanics could use their skill. I wish I did the end part more challenging and diverse, though.

Originally i wanted for every box type to have its own collision sounds as for the lasers! But choosing fitting sounds is very delicate process. Also I delayed implementing sound effects till the last day, so I had to rush through it. Now in retrospect I think I could change the laser pitch depending on its mode, but I worried too much to publish it in time.

Cooldown originally was 30 seconds (it's 10 now), but it felt too frustrating for the player when they're stuck (or at least think they're stuck) and they would just stay there and wait for pick up to respawn anyway. If you want to fill up your inventory, you can stay in one place for 50 seconds if you want. I accounted average player doesn't like to stay in one place and tries to move constantly, so they wouldn't notice how quick the cooldown is. But I also believe everyone can play games how they want.

Thinking of picking it up after the jam ends and polish it, thanks for the comment again!