The physics were really fun, there is a ton of potential to mess around with the objects (maybe you need to grab a cube to knock another object in a way that you can grab it).
Klight
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This game had a really unique art direction, it could really go somewhere with some fine tuning to the controls and level design. It was hard getting too immersed in it because the story and motivations were not clear. Had to run past the large enemy because they wouldn't die no matter how much I jumped on them.
I don't like giving 5 stars across the board, but the team behind Scaleton has exceeded the expectations of a short-form game jam by every possible means through their clever use of level layouts, the theme of scaling guns up, and witty soundtrack that keeps you engaged just as much as the crisp visuals. If there was ever a game to headline a playlist of top games for this jam, it would be this one.
The physics were a surprise to me as well and I moved my design to accommodate them -- I believe it's because of the marble mesh. I might experiment with the Kenney golf ball and see if it that was the reason.
and indeed it does loop. I was going to add some extra stuff to wrap up but lost a day dealing with import issues in UE4 (you need to set physics settings to 'complex as simple' for it to recognize the asset collisions.)