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Hey, thanks for the feedback! Yeah, we were actually shooting for a slightly lower difficulty this time around as I have a tendency to make puzzles a bit too hard. But probably it also has to do with the fact you're a cuber, as other people apparently did struggle a bit more with the levels 😅 I guess puzzle games are really hard to balance in a way that pleases everyone.

I agree that the rotation controls are a bit hard to use at the moment. Rotating on the axis facing you could be avoided if we're changing to Orbit Controls, but I'm a bit hesitant about that, as it would break the symmetry of the cube. We got some good feedback about lerping the cube to the closest side, though, which I quite like and will try to implement in the future.

Making puzzle levels is definitely very challenging, but I think for the jam and non cubers this should definitely do the trick!

For the rotation I don't think lerping to the closest side would work for me personally, since I usually want to see 2 or 3 sides at once...
I suggest having a look at other cube simulations, for example this one feels very nice as it always stays alligned... but I guess its personal preference in the end

(+1)

Oh yeah, thanks for the link! That's pretty much what I mean with orbit controls; I'm not sure that's the technical term for it, but it's what THREE.js calls it, so I'm gonna stick with it. It definitely has some advantages, but as it breaks the perfect cube symmetry, I'll have to figure out how to best handle things like if the bunny changes its orientation (which I guess might be to reassign "top" and "bottom" every time rotation mode is entered). I think in the end probably the best thing might be to implement a few different possibilities and then let the player choose their favourite in the options screen.