Sick
Chinbag
Creator of
Recent community posts
Of course!
+Pull box 2 to the left and jump to your death (Make sure to respawn on the right side of box 2)
+Pull box 2 to the right and crush yourself (Make sure box 2 falls to the right of your corpse)
+Push box 1 to the right
Now for where we diverge:
+Pull & Push your corpse to the edge of the platform at the right edge to the spikes
+Use it to jump to the left side, and drag your corpse onto the button
+Jump back, winning should be free from here
Thank you for responding!
This is a nice game, and actually has a lot of potential. I have a couple issues, though since this is a proof of concept you probably already know these.
The biggest problem (like with a lot of physics-based puzzle games) is how the physics itself works, causing some intended solutions not to work some of the time, while also allowing for potentially cheesed levels by making precise jumps or having boxes land at an angle to climb on them. An example of the former is getting crushed by pulling a large box off a ledge with you, with the box landing on either side of your corpse depending on the small adjustments you make during the fall. This adds real-time movements to determining a pretty important outcome in terms of how you progress through a level, which doesn't seem to be an intended feature. A solution to this could be hard-coded movements, where boxes pulled off ledges rotate 90 degrees before falling straight downwards and staying perfectly balanced on corpses before being pushed either to the left or right of it, where it then cannot be moved over the corpse again. Sorry if this sounds painful, maybe just non-rounded corpses and heavier boxes could fix this problem, but cases where boxes land on things smaller than them seem to lead to outcomes that feel like physics RNG.
( Not sure if this is a bug either, but your corpse not entirely filling spike pits can lead to you dying again, creating a second corpse at a slant, jutting out of the small gap. Maybe corpses being 2 tiles wide, filling whole pits, would stop this? )
Now for something more minor that I think could turn into a really interesting puzzle element: Checkpoints. As of now, if something is blocking a checkpoint you just awkwardly clip through it, I'm assuming to the nearest empty you-sized space. I think it would be far more interesting if a blocked checkpoint meant that it no longer worked, and dying led to a loss. On top of that, moveable and multiple checkpoints seem like a very natural addition to the set of level elements, needing you to think about where you want to respawn from. This would need more UI/art than just an arrow, but to me it sounds like a bug turned into new puzzles.
To end on a positive note I really appreciate how you can continue playing a level, even if you run out of lives. Each puzzle showed off a new and interesting idea, and I hope to see more challenging and fleshed out levels in a full release.
[Side note: I beat level 10 in only 2 deaths, hanging a corpse or two off a ledge to bridge gaps and long jumps seems to "break" it (though maybe this is an alternate solution?). This could be a pretty cool puzzle idea though ;) ]