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(+1)

This is glorious. The attention to detail is awesome - the damage collecting cars wouldn't have to be there and yet they add to the wacky atmosphere. The core loop is really fun and I was sometimes biting my nails and hoping something would stick. The difficulty scaling is great, the later levels might be a bit too hard for a jam game. 10 is the last lvl I assume since  the "Next" button didn't work there.

I was considering a similar take on the theme my main inspiration being Tricky Towers, but I decided to do something else because I couldn't think of anything novel with the gravity-based tetris (and frankly I was also scared of making a physics based game). This entry however is innovative and a great package overall.

Very minor nits:

  • RNG is super stingy with special blocks - e.g. got just 3 magnetic ones on lvl 6
  • still unsure how glue blocks work
  • camera tracking is very slow and it's possible to escape
  • it's also possible to travel out of bounds
  • the height tape is present in some lvls, but not in others, which confused me a bit at first till I noticed there's height UI
  • the height number sometimes goes crazy
  • the controls are a bit faffy

Thank you for your nice comment!
Yes, level 10 is the last one, I forgot to add some kind of congratulations dialog on the end. 

Tricky towers also was my obvious inspiration, very lovely game. And you should try making a physics based game, bevy_rapier worked really well and it was easy to get started. Up until day 5 the game didn't have any graphics at all and only relied on rapiers debug renderer, which made it super easy to prototype the game. Getting the feel and weight right took me a while though.

Unfortunately too many magnets made the physics somewhat unstable so I had to reduce the amount of effect blocks, but I definitely turned it too low.

The glue blocks glue to any block it touches, and it "hardens" once the block rested for a moment. I guess there should have been a visual indicator for that.

In the levels without height tape, you have to reach a certain block count to win.

Out of curiosity, have you consided XPBD instead of rapier?

Also, did you do `something special` for the blocks to stick together? The blocks feel very heavy and the game is def more physics-driven than Tricky Towers (which is more aligned with a grid a feels more arcady IMO).

(+1)

I think I can answer a part of your question - we did a lot of "mathing" and calculating, how many meters with how much weight a block would have and how many pixels one meter of material would represent, then played with the numbers until it felt right. We really wanted to drive home the feeling of heavy concrete blocks and a (reeeeaaally) powerful cannon, so looked at reference photos and videos of collapsing buildings and stuff ^^ It was A LOT of playing around until they didn't feel like paper boxes anymore haha