It took me a little bit to make sense of rules, especially since the there's no input/response callibration (frames displayed on screen are usually a couple frames behind the internal game state). But once I figured it out, this game is very addicting. All the animation timings and aesthetics and the game over are just so perfectly tuned.
Dreaming381
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Character controls are way to sensitive. But fortunately, you can cheese the game by riding the boxes through walls at high speeds. Small movement taps, gravity, and a couple of jumps are all that's needed to beat this one. Great concept though. And if you had continuous collision detection for walls when riding boxes and played into that more, I think there's a lot of potential here.
I was confused at first on how to do anything with the character without the character immediately dying (and how to restore the character). But once I figured that out, there was a solid gameplay loop up until I couldn't find a way to create the corners and build past a single level. Great for a 48 hour jam though!
The rotation of the block placement potentially causing blocks to no longer be supported and fall was a really interesting mechanic. It forced you to be a little more methodical about things.
A tiny criticism, but for short jams like this. If you realize that you aren't going to finish everything you planned, put something as simple as "You win" text at the end of the content you have so far. You don't need to kick the player out of the gameplay loop or anything like that. But just letting the player know they did everything there is to it goes a long ways.
My brain hurts trying to explain to myself why that pink rolling duck combined with that music is so likable. It defies all reason, and I hope you continue to exploit this in future projects.
I think after the first cycle you could have added a bunch of new UI elements like a counter for blocks remaining, the sequence of next blocks, and all that. I also had some issues with inconsistent jump heights, where at some levels I could ascend 3 blocks worth but at other parts I couldn't, which made it a little tricky to do level 2. Also I always had trouble placing blocks high up in level 2 because rotations against the wall don't work right.
Great concept though, and would be fun to see it expanded, perhaps with levels that already start with blocks where you have to use line clears as part of the solution.
Fun "easter egg": after beating level 2, you can jump out the side of the level.
Bugfixes that allow the game to be accessible to more players are allowed. Updating the page with descriptions and screenshots is also allowed. Adding significant new features is handled on a case-by-case basis. Some feature updates that make the game significantly more accessible so that more can complete it and give more complete reviews may be allowed, but it is best to ask.
Thank you for the kind words! I read all the comments you left so far.
I do plan on continuing this at some point, since I have some really good ideas for the story I can't let go. But right now it is on the backburner since I need way better animation technology than what is currently available to pull this off. 3D is planned, but probably not NieR levels. Making the controls consistent across perspectives and art styles is a big challenge, and the gameplay will probably be slightly biased towards platforming. But who knows?
Title screen was cool. I liked the startup sounds and the flying around in the menu and the graphics were interesting. The level itself made no sense, with the title text in the way and the sound loop was a bit annoying. However, I must ask, what technique were you using fo that massive bullet spray?
It took me a while to understand how it fit the theme. But I get it now. It's a good implementation of an "infinite survival" type of game, or at least I think that's what it is. I don't know, because I'm really bad at it and last maybe 20 seconds. That's a me issue though. I'm just really slow at these kinds of games.
This is definitely my favorite submission. The use of the theme for such unique and fair gameplay was awesome. And the puzzle design is really good.
Unfortunately, I can't beat all the levels for two reasons.
Reason 1: The scene is too bright and washed out. It actually causes me eye fatigue limiting the amount of time I can play it.
Reason 2: The platforming requires way too much precision for things you cannot see, which detracts from the overall experience. Either having a visible grid or keeping jump directions from any given platform limited to 8 directions and full speed from any "square" of the platform would have probably been sufficient. I just don't have the patience for that.
I think I fixed it. Turns out my workaround for another issue made an invalid (and unnecessary) assumption regarding this bug: https://issuetracker.unity3d.com/issues/scene-dot-issubscene-returns-a-different...
Let me know if it works!