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KronugiN

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A member registered Apr 06, 2024 · View creator page →

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Good premise and fun game loop! It has been known for a while that survivor-like scene is oversaturated now, but I feel like there is still place for unique spins on the formula, and this one is just that.

What you have right now works rather well, now... can you keep adding more stuff to the formula and make it not fall apart?

When I saw how the game feels and plays. with its movement and timing - I was pleasantly surprised. When I learned you've made it in UNITY - I was even more surprised. It is notorious for having a very very crappy built-in controller which is only good for being thrown into the trash and then supplanted by pretty much a custom controller made from scratch for any game that has a JUMP button in it. 

 I've been wondering whether you have constructed the character controller from scratch on your own, have used a 3rd party controller (like taking one from the asset store) or did you take a ready solution and then modified it? Adding to that, are you relying on Unity's physics systems for gravity, dashes, knockback and stuff, or are you doing that in some other way?

These are kinda technical questions asked out of curiosity, I'll understand if you wouldn't want to reveal your trade secrets or something like that. It does look and feel rather good tho. There aren't that many examples of good 3d action movement with vaulting and snappy controls made by solo devs on UNITY going around.

PS: Saw this game in IronPineapple's video, so you can expect a lot more traffic soon, lol.

It shouldn't do that. Don't worry about it.

What??? Where?

Oh, oh! What screen resolution do you have?

Soo... it's a game about colouring images?

Check Out the Game!

About

Cozy 3D Sudoku is where the classic Sudoku puzzle meets a whole new dimension! Wrapped in a colourful, tactile and neat package - this particular take on the formula is bound to be pleasant both to the eye and the mind.

Use additional tools like hints, a 3D view of the board, shrinking of empty cells and coordinate shuffles to see the sudoku patterns clearer, or play with a Blindness modifier to strip yourself of useful visualizations and test your attention.

Why was this made in the first place?

This particular project was meant to be a learning experience and a massive rake for me to step on. It lived up to either of those expectations. I wanted to create a variation of a 3D sudoku game with tools that would only be relevant and specific to 3D space. I also wanted it to look and feel very neat and colorful

This was a perfect opportunity to figure out how to do an interface-heavy game where I wouldn't need to think about game design too much and focus on programming and implementing already obvious functions. I still made a bunch of mistakes, had to rewrite entire systems 3 or 4 times and, in the end, I had to lower the scope to include only a classic 4x4x4 sudoku so that I wouldn't get stuck with developing bigger boards or more complicated game-modes until the end of times. 


What's Next

I'd like to at least add a regular 9x9x9 sudoku and probably figure out how to do interface scaling for different screen ratios and resolutions. It will probably require another massive rework, so I may need to do a lot of side-tests and a breather to come back to this project with a fresh perspective. I've had some more interesting game modes in mind (I even think I can pull off a 4D sudoku), but I don't know if I'll be implementing them any time soon, for I don't want to get stuck in developing this game if it won't gather too much attention in its current state. Most likely I will move on to the next short, small and concise project, step on some more rakes, and then come back to Cozy 3D Sudoku with newfound knowledge and fervour.

Thank you for bringing this to my attention.

Firstly - I've lowered the standard web resolution to 960x540, which should probably help, but if it doesn't - change the zoom level in your browser. It will force the game to readjust to the new window size on this page.

Secondly - the game is locked to a 16x9 ratio because I haven't bothered with UI scaling for now, which was an unfortunate mistake on my part. This may... potentially mess with some screen resolutions. It wasn't meant to be played on a phone too.

Nah nah nah I'm angry with myself, I actually appreciate you pointing out the things you find a lot! Sorry for the confusion!!!

God damnit! You check everything again and again and again, but you still miss some tiny, puny, miserable little thing. Thank you.