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It’s a very interesting concept with great potential. The storytelling is done nicely without any text and it seems that I’ve been turned into a cube by some evil wizard and I need to restore my body by collecting potions. The controls are also conveyed elegantly, and I like that I can bring it up anytime in the game. The graphics look great too. I managed to beat the game by the way, which means I liked it, so I hope you’ll hear me out on the criticism.

While disorienting the player to the point of vomiting is the intention of the game, there are 2 things in combination which break the fun in the controls:

  1. The controls follow the orientation of the cube as pointed out by stephanedurette, rather than based on the camera, so it gets inverted all the time as the cube rolls.
  2. Holding any direction eventually makes the cube lose control and spin, which amplifies problem #1 greatly. This also means that the player cannot expect to move in a single direction reliably even on a perfectly flat surface.

Even if this was designed intentionally, there is a difference between “difficult to master” and “broken”. In order for this game to really shine, the controls and cube collision can be as difficult as you want, but they need to feel consistent and reliable. That’s the opinion I’m trying to convey; and it’s okay if you disagree. Anyways, I really love the idea behind this game. With more polish, I’m sure it will be an awesome game. Good luck!

It's been almost a year but somehow I've missed this graet comment. Thanks for it, totally agreed that controls are broken which can impact on overall game badly. I hove one day I will make something based on this prototype