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(+1)

Wow, what an awesome idea for the game. I got kinda stuck on the "No way out?" level. I guess there was much easier solution, but after beating that i felt like i solved a rubik's cube. This was pretty satisfying experience. But then next level is 1-mover. I either couldn't find the right solution or the difficulty ot the game isn't progressing right. Controls felt a bit cluncky. Clicking the arrows is quite tedious. Maybe adding some kind of button controls (4 for choosing a side 3 for choosing which part of a cube you want to move) would be good addition. That or some kind of a swipe detection. 

This game lacks mechanics. That need testing ofcourse, but since this is a platformer, some usual platformer mechanics like jumping platforms or spikes could add to a depth. Right now, the game gets boring as soon as you finish 1 hard level. You need to have some kind of progression during playthrough to keep people engaged. I would definitely recommend you make it more obvious which blocks are traversable and which aren't. Maybe adding some kind of an edge to them.

Music is good but gets annoying pretty fast, so few more musical compositions would be nice. Voicelines sound rather unprofessional. Its ok for the jam but I'm already thinking of this game as a full realease, so I'm a bit too crititcal here.

Overall, this is really cool idea for a hypercasual game. Good job

Thanks for the feedback!

You did indeed solve "No way out?" in a much more complicated way than necessary, as the intended solution is also just a 1-mover. You're not the first one, though; for some reason, quite a few people we observed as they were playing also had a lot of trouble with this level. In the future, we want to either add a PAR score or a hard rotation cap (and maybe some connected gameplay mechanics) to encourage players to solve levels more deliberately.

The game does have more mechanics, but I suppose they are hidden too far away and a decent amount of players lose interest before they reach that point. We might introduce more complex mechanics earlier in a future update.

I see your point about the controls being a little clunky. Not a huge fan of swipe detection, to be honest, as I feel like more often than not, when games try to use swipes for 3D rotations, they fail. Maybe a combination of button presses could work.

We deliberately added a lot of easier levels early on to ease players in after getting a lot of feedback during the jam that the levels were too hard. I guess we might have overdone that a bit. In the end, I think that's also a question of target audience.

Better visual indication of walls is a good idea and on our to-do-list for the next update. More music is also on the to-do-list.

(+1)

You could actually solve the problem by showing the intended amount of rotations for solving the level. 

"I guess we might have overdone that a bit"

Probably. I just gave the game another shot and gotta admit, its quite addictive. I spent like 20 minutes on it and was pretty good at it this time :D (can't believe how many levels there are). But on the other hand, it doesnt progress at all. Its quite cool how you managed design so many levels with simple rotations of the cube, but I guess it also confuses a bit. 

I really believe that this game has a huge potential and wish you best of luck :D