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(+1)

Awesome game, great concept especially. Would definitely play a fully worked out version of this!
Here's a couple of things I experienced to maybe keep in mind.

Firstly, the cube was a bit unwieldy, I lost track of where I was all the time.

Secondly, not all puzzles felt as deliberate. I feel like I 'cheated' most of the puzzles by "cubing the egg". This was also because the possibility space was so huge, right from the start. It might be hard to force an interesting solution if you don't limit the player in some way (especially at the beginning). It feels a bit cheap if the solution was only one or two moves that you just hadn't seen.

The second to last puzzles was a great example of forcing the player to stay in the middle lane, which made for some nice a-ha moments.

Lastly, and really nitpicky, it also feels kinda weird that the egg doesn't respect gravity.

Sorry to sound so negative, I'm actually really positive about it and I'm glad I played this!

Thank you so much for your feedback! And don't worry about sounding to negative, I'm a big fan of constructive criticism. And I agree to pretty much all of your points. The good news is, we're still pretty hyped about working on the game, so there's a very good chance there will be a post-jam version of this game that will adress some of the issues.

For point 2 and 3, the lazy excuse is time limitations. The original design was to make the egg fall and break when there was no floor directly beneath it, but we didn't find time to implement it. Currently, we actually do like the egg staying in mid-air for gameplay reasons, as it's one less thing to worry about, but we want to give it some cute little wings to better indicate that and change it so the bunny can only collect the egg while they're actually on the ground.

We're also already working on adding some relatively simple but tight introductory levels to help the player build up an arsenal of solving techniques. But yeah, as it turns out, having a huge possibility space by default does tend to lead to pretty lenient level design. Definitely a challenge that will remain for some time.

The first point is probably the most tricky one. We do plan to add an option screen where you can change mouse sensitivity (and the backbone for that is already written), but I'm not sure it's enough to fix the underlying issue. A few other ideas would be changing the camera to orbit controls, which I'm a bit hesitant about because it would break the cube's symmetry, and/or adding further control elements to rotate the front face clockwise or counterclockwise, which would probably help a little bit but would also add additional screen clutter. If you have any more ideas, feel free to let us know :)

Anyways, sorry for rambling on for so long. I'm glad you enjoyed the game overall and who knows, maybe we'll play each other's games as full versions one day!

(+1)

I think the most important thing is that it should lerp the closest side towards the camera, and it should do so with respect to the bunny's 'up'. I uploaded a quick demonstration of what I mean, check my profile.

Secondly, I think you should always know where the bunny is. Some ways would be showing the bunny to the side of the cube, either with an emitted light ray or an image with a pointing arrow or something, or showing the bunny transparently through the cube. Maybe a sound effect in left/right ear helps as well

Oh, wow, thanks so much for taking the time to do that! Right, we even considered something like that during development, but didn't implement due to time and then I just sort of completely forgot about it. I'll definitely add something like that!