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(2 edits)
Semi-on-the-fly remarks:
  1. This reminds me of Super Meat Boy, where you can actually unlock other characters, each with their own special abilities.
    ‘My game fits the theme of "You are not alone" by having multiple, unique characters controlled by the main player. This fits the theme as in most puzzle platformers you play as one character the entire game.’
    ‘Each character has unique traits eg. Double Jump or Wall Stick’
  2. Game jam page: apparently, there is a misprint, as you lack the music!
    ‘The bg music from here: .’
    (Written below the YouTube walkthrough: Maze by Density & Time.)
  3. Apparently, level selection only allows you to choose those levels you have already unlocked; although I read you gave a link for walkthroughs, I would advise making all levels available from the start for playtesting purposes. :)
  4. Aaaah, controls ARE layout-independent!! :D (I have an AZERTY keyboard) (And arrow keys are also enabled.) This is more often than not not the case. Great!
  5. Interactive tutorial, great!
  6. Dynamic lighting.
  7. Very small suggestion: as I see the eyes of the cube go left or right, you could also have them go upwards or downwards when jumping/falling. (Maybe this is one of the things you thought of but did not get the time to achieve.)
  8. Weird, I get thin semi-dotted (ie segmented) horizontal lines often randomly on the screen; is it a voluntary effect, or some scanline bug?
  9. I cannot jump from the diagonal slope in the upper-left near the lamp in the first ‘jumping area’; is this normal?
  10. Wow, disco ‘rift’! B)
  11. (Camera issue already mentioned by other comments.)
  12. Ah, meeting the yellow cube, I understand that the cubes coexist in the levels; so, your concept reminds me a lot of The Lost Vikings! (If you do not know the game: you get to play simultaneously three Vikings, each with different abilities, and can switch between them. You have to make all three reach the end of the levels — and also bring (three?) objects to the end for the end-world levels.)
  13. Too bad you did not have time to add sounds (as it tends to help understanding the action). Still, the game seems very playable. :)
  14. Small misspelling: hieghts for heights.
  15. Not tested, but if you only get to the next level with part of the cubes, then can you come back and save the others?
  16. Discovering the green cube: not tested, but if you switch before discovering a level’s new cube, will it work? :)
  17. I am conflicted about the use of respawning at a checkpoint to progress; it feels a little bit glitchy/exploit. You get me, it feels unnatural to ‘sacrifice’ a cube. ;) This may just be me.
  18. As for HurDerKen, the forget-X-holding issue struck (in level 4). XD
  19. Haha, thanks to my second attempt at level 4, I discover the ‘Nice job. Lava this way’ line! XD
  20. It looks like the green cube gets a second jump in the air after bouncing off the yellow cube; also, I just managed to get a super high projection for the black cube by pressing Up right when bouncing from the yellow cube! Is this expected?
  21. Not being able to jump from some small diagonals is sometimes a problem, for example soon after the level 5 checkpoint before the big diagonal door.
  22. Managed to get the black cube stuck in a small platform! Although I could escape it (and I guess R is a solution).
  23. Level 6: once having moved left (to the next checkpoint), I apparently cannot get the purple cube back to the lava to help the others… ._.
  24. Weird, using level selection to retry level 6, I only have the yellow flag at the beginning, instead of the five (including purple and blue).
  25. For other cubes than the black one, jumping to the checkpoint above the acide ‘vat’/basin is hard, because colliding with the ceiling causing a nullification of speed and inertia. Either the collisions should be handled differently, or some ceilings would have to be raised.
    Made it placing a non-bouncing block on the lower platform as a ‘rostrum’.
    (Aaaah, I see in the walkthrough that you used the green cube! X) Not obvious! Ah, but you did then jump directly with the green cube, weirdly… Hints at the jump’s hardness!!)
  26. Still in level 6, for the two adjacent switches, one cube is enough to activate both at the same time! Is this expected or not?
    (Walkthrough: not important, in fact. You did not use the leftward switch at all, apparently! Several solutions?)
  27. Stupidly got stuck by letting black go to the end before yellow… <:O Cannot call him back? Nor retry?
    Tried going back with black: OH NO, I now have to save both again!! <:o Although the concept of associating a current level to each cube is interesting (and reminds me of how you only keep saved lemmings from level to level in Lemmings 2), it is currently in practice not that workable, since you apparently need everyone (or many) to solve the levels.
  28. OH NO. Guess what just happened? I tried the Ctrl + R command to reset the level (as stated on the game page), and… this is also a command to refresh the page in Firefox. And I was playing the navigator version. X) All my progress is lost.
    I think I will stop testing here (I am already super slow in testing the massive amounts of games that game jams provide!), although I am curious as to what the blue cube was all about. ._. Deeply sorry…
    Ah, found out in one of your posts! :)
    And now taking a peek at the walkthrough. (Where I am getting aware that lava particles are cubes too. X))

Takeaway: The Lost Vikings, but with cubes, and some original special abilities (although now that I think of it, Fang from The Lost Vikings II can also hang to the walls!). Such a game is quite a challenge in level design, and I feel you made it! I just think the platforming gameplay is a bit clunky sometimes, which makes it a bit strenuous to have all cubes make it to the exit. (And as already said in other comments, the X mechanic is a problem.) Already a rather impressive base for a full game, well done!

Thank you for the game (although I could not make it to the end for the moment…).

I’ll write a longer comment later as I am on my phone right now, your progress is saved between reloads,

(+1)

Thanks for playing the game and for such a in-depth review. I will try to awnser in the same way you did so it’s less confusing.

  1. Sadly I have not played this Super Meat Boy, I might have to try out after this jam’
  2. Yeah I relised that too late, so I commented it on this page but sadly it’s been buried with all the helpful reviews, too bad you can’t pin a post. The artist is credited in the dev log though.
  3. That’s a good idea but I don’t think it would work in my game as even if you could access level 8 for example you wounldnt be able to play as there aren’t any cubes in that level.
  4. I’m not sure what you mean about controls? There are WASD so no that probally wont work on your keyboard. Like you said I did add arrow keys as some players prefer that as there method of plat forming.
  5. Yeah, I probably could have improved it though
  6. That lighting took for ever and it completely broke my project’s resolution (luckily I had a backup) Also the shadows that I wanted wouldn’t work for some reason, so I had to edit the URP shadow scrip to force it to work, but my changes were just overwritten. The struggles of unity 2020 onwards aye?
  7. The players were some of the art I did my self, adding “up eyes” would have been a great idea (eye-dea) as I was missing a jump animation.
  8. Yeah that wasn’t intended or even shown in the editor, so I’m guessing it’s a webgl rendering bug
  9. This is most likly a physics bugs that was over looked during my play tests
  10. Haha :) Fun fact, I couldn’t find what to make the rift out of so I just used a icon from the editor and added some distorted lights and spun that around.
  11. Yup, definitely need to fix that
  12. Another game I might have to play haha
  13. Yeah I had it down on my todo to redo the music and add some sfx 
  14. Spellings going to be the death of me lol
  15. Yes you can go back as that is what the red portals are for, this was explained in the tutorial part but it was kinda off to the side so you might not have encountered it; there is an issue where the cube starts at the start of the level instead of the end where the reasonable place for it to be.
  16. Yes you can switch to it early, I purposely left this in as it could be a technique used if you want to beat your previous time.
  17. Puzzle design is quite hard and I needed some use of the green cubes ability’s other then get the black cube to the door, and the only way for the green cube be able to progress was if it could get back to where it was launched by the yellow cube from
  18. Yes the level comepletion needs to be reworked as initially I liked the idea of having to go back through the levels when you relise that you shouldn’t have left green cube behind or somthing, however the way I designed the levels didn’t reflect this in a playable way.
  19. Yeah, gotta make it have some humour
  20. The second jump is intended otherwise the yellow cubes ability is the same as a normal jump make it pointless. That super jump is a physics issue that needs to be ironed out
  21. Mentioned above
  22. Yeah the cubes breathing animation can cause some weird issues with the box collider, I did encounter this through play tests but couldn’t find a fix
  23. That is something I will have to redesign in the level
  24. I assume you meant on the checkpoint? That happens becuase of the way the loading works as the cube will be loaded after the check pint has had time to reset. For the main levels all the cubes are loaded first then it disables them if there not present and after that it cycles through them to the active player.
  25. The reason it was hard was becuase level 5 was long and eventful whereas level 6 was a bit shorter, so I had to keep it interesting. I do admit that I should have added a tutorial tip saying something like “if only there were a cube that could be used to make the platform bigger”
  26. That was going to be used to let the green cube through so that it could help the balck cube get to another button or something but I couldn’t find a way to fit it in without it being too repetitive 
  27. As stated before I do need to rework this, also every cube is need to compelrte level 9 as it has a sort of symbolic ending (I won’t spoil it)
  28. Your progress is saved but keep up the great ratings of games. I too have been binge rating (almost at 200) but none as in depth as yours as I usally only write about a paragraph

thanks for playing and glad you enjoyed it :)

Hey there! I am super late for about everything I have to do, just passing by. XD Thank you for your long answer! A quick (? XD) reaction to some points you raised. (Some pseudo-numbered lines to keep the numbering and indentation right… Not sure you can do otherwise, as there is no HTML code editor for game jam comments. ._.)

  1. Super Meat Boy is only moderately related, through the bonus optional unlockable characters system. Still a great (and famous, I think) game, help yourself to it. :)
  2. Too bad I see this so late, but this could be useful to you (and others) in the future: you can actually edit your game jam form, using an upper-right button. This was nothing serious here, luckily. :)
  3. I was thinking putting all necessary cubes at the beginning when using this feature.
  4. On the contrary, it does work with my AZERTY keyboard! :) So, maybe you are not aware of it, but you must have used layout-independent programming of the keys. Many games do not!
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  12. Contrary to Super Meat Boy, The Lost Vikings is totally related to your game, so yes, it might inspire you or/and give you a comparison. By the way, I know the music is at least partially different between the Super Nintendo and Sega Genesis versions; there is also a sequel, The Lost Vikings II / Norse by Norse West: The Return of the Lost Vikings, which I thought was easier and less interesting (this might only be me, double-check that!), and has CGI graphics on its PlayStation version (I also prefer the music from the PlayStation remake version; while the first episode had awesome music by Charles Deenen, the second one had different composers on the Super Nintendo). This game was made by Silicon & Synapse, which is… the ancestor of Blizzard. ;)
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  17. Fair enough, especially since the mechanic/tip is explained in game. I think you did an awesome job with the amount of level design! :)
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  27. I want to see that ending!! :o I had written down to finish the game, I will probably get back to it (although I am afraid my progress is now really down in the abyss XD). I may check the end in your videos if I do not make it!
  28. Weirdly, I had checked and it seemed to me that my progress had vanished… Either I was mistaken or there was a (Firefox-related?) problem. I will come back to it!

Thank you again for the game; I may not have stressed enough in my initial review that I was impressed with the amount of content you poured into the game. (Mine seemed shameful compared to it, as a small late entry! XD) Keep up the good work!

(+2)

wow, and I thought I was a long commenter.  lol  all useful stuff, it's just a lot.