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Sweet little puzzler. The controls felt a bit sluggish to me, though that might be because of the way the physics interact with the physics. The ability to manipulate the game world (sliding the panel, destroying boxes) should def. be communicated in some way. 

Otherwise the physic interactions were a really nice touch that made the whole thing feel alive. And as someone who still struggles with 3D in Unity I'm super impressed at the level of quality you achieved in only 48h.

(+1)

Thank you so much!

Yeah, the controls were definitely a little hard for me to code, using physics as our basis for the magnets meant that it wasn't as simple as "click and drag" which meant that I had to come up with a really hacky solution haha. I'm planning to more or less completely change the way you move the blue magnet around to help out with all that.
As you've noticed, the physics aspect of the game is super important to us and we really wanna keep that feel. Let's hope I can figure out a better solution for the controls!

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One association I had immediately was those old wooden labyrinth games were you  control the tilt with levers in order to get the ball to the end. Maybe that could work, i.e. manipulating the tilt and angle of the "box" rather than dragging the magnet?