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unBLOCKable

Casual block-rolling puzzle game · By DeepFathom

Game Updates

A topic by DeepFathom created Feb 11, 2023 Views: 67 Replies: 2
Viewing posts 1 to 3
Developer

Version 0.4.0

I uploaded a new version today.  The following updates are included:

  • Graphical updates have been made to improved visibility.  Sides of rolling blocks are now easier to see through.  A colored light now emanates from each goal square.
  • Blocks can no longer roll through each other.

The next change will be to stop the blocks from rolling off of the floor.

Developer

Version 0.75 uploaded today with many changes.  A new block piece has been added which allows blocks to connect to each other.  This currently looks like an octagon with 4 bolts in it.  I have also added an Undo butotn which can be pressed (or use control-z) to undo the last move.  Some graphics (the blocks and the goals you need to connect to) have changed and I am continuing to change graphics to make a better player experience.  Also, some levels have been changed/added.  

Upcoming changes will be  1) a way to disconnect blocks, 2) more graphical updates, 3) UI updates, 4) more levels.  I expect releases to speed up as I push to get a demo ready to show off.

Developer

I just uploaded version 0.8.  I've updated the graphics for the pieces that are meant to fit together.  I've added an indicator on the edges of the rolling block when on of the pieces is present on the side.  I'm not sure if this is working as well as I'd like - I may need to just make the piece visible through the block when the block is selected.  I've updated the connector piece a bit.  I've also added a new piece...the disconnector.  It looks a little rough right now and needs a cosmetic update.  It is functional, however.  When you touch a block to a disconnector of the same color, all of the connectors  on that block will be deactivated and the blocks will separate again.  The disconnector code splits the blocks into multiple blocks in mid-movement and copies the rotation data.  It's complicated and I made it that way so I could support an edge case where a block could disconnect and then only the pieces that collided into other blocks would bounce back.  If I had it to do over again there's a good chance I would skip that edge case since it made several foundational systems quite a bit more complex.  The Undo button currently doesn't work properly after you've hit a disconnector.  Should be fixed in next update.