Loved the graphics style and I liked the way the blue square talked with the small text. It was cute.
Now, maybe I'm missing something, but to me the gameplay consisted of be bumping around into invisible walls until I had enough visible to lure the blue block in to get stuck on a corner and then I'd hurry in and touch it. Is there something more to it than that?
If not, then I must say, the gameplay is honestly tedious. If I just missed the point, then please ignore what I'm saying here, but I saw no way of determining where the walls may be, so there was no strategy or challenge involved, just a lot of slow, dull maneuvering as I'd constantly get stuck on walls and have to drag myself around them.
I kept playing because I was curious about the blue square and why it was being so coy. Unfortunately, by the time I got to a level where it started following me, the camera had zoomed out so far from me using my bait-and-switch tactic to catch the blue square, I wasn't even able to read what it was saying, sadly.
Keep the aesthetic and concept and use it for something. Unless you're trying to just make an artistic statement about how walls go up between people who like each other or something, which the gameplay would enforce, the game isn't "fun" in any way that I can see.
Please don't take the criticism harshly. I thought it was very neat!
Found the trick, perhaps: move away. Get blue trapped against a wall, then move in... I kept playing till it moved to the next stage. Then I got boxed in on all sides.
Thanks for the great feedback Cybearg! I had all your thoughts while making it. I made a few tweaks to make it slightly less tedious. The camera was bugged and will now zoom in when Blue starts to follow you.
Skycardboard: boxed in just like in life. amirite?
I played until the uh task changed and then I wasn't sure what I had to do. I liked the narrative up to that point. Gameplay bordered on frustrating at some points in the density of the barriers, but the text and then changing mood helped.
Excellent execution, didn't leave parts out like so many other minimalism game but added the stuff that's necessary. And it made some development from the first screenshot you posted.
Downloaded OSX version, got it to work... Pretty mysterious, I wish I could "finish" the game to find out the ending. Maybe make it a little more clear once you get to the 'final chase'
Words cannot express how much I hate the blue square. It's so cheeky!
I took a while to realize what I was actually supposed to do - catch the blue square in the maze that I'd revealed - but once I did it became a fun puzzle game. Couldn't understand what to do after it started following me, though - just wandered around for a couple of minutes and gave up. Very atmospheric, and I loved the procedural sounds and maze generation!
I really liked the color. Not sure if I got to the end or this just happened by random but I ended up trapped with the blue block inside some black lines, I really liked that.
Another great game that follows the theme well. Makes me wish I'd spent more time on developing a more theme-centric game. Was I the only one who was pissed that the blue square could go right through walls. Damn you blue square!
You certainly fit the theme, but I found the gameplay to be a little too out of my control. There's one basic strategy (get blue against a wall), but otherwise it's just randomly bumping into walls that appear too late for you to avoid them! That, and I have no idea what I'm supposed to do about getting home - I got lost, blue stopped talking, and I gave up =[
Still, it's a quirky idea and the style is great, even if the gameplay feels a little frustrating at times!
Was the intended strategy to discover an area and lure the blue square into it? That doesn't allow for very much exploration through the pretty procedurally generated land.
But if you're intended to just chase after him, the later levels become a headache of bumping into walls and pretty much relying on RNG to let you catch.
Aesthetically very pleasing (while using minimal shapes and a simple pallete, major points on theme), but game play a little lacking.
Still an enjoyable experience, and one of the better games I've played so far.
Oh also the web version wasn't working, something about calling load outside the main thread.
I think I fixed the issue with the browser version. You may need to clear your browser cache to get the latest version. If anyone runs into this again, please post your browser and os.
I'll have to agree with others on here. I liked all the dialog; and I felt like things were going somewhere, but then, uh... I kept looking and looking and looking... and... well, you get the idea. But the mood was fun.
Comment by Gnux: I really appreciated the way you respected the theme, with originality and simplicity. The minimalist graphism add nonetheless a touch of poetry which gives this game such a peculiar mood.
M
messiano6 May 2013, 00:50
Very interesting concept, but catching blue was sometimes way too hard (damn walls!). As someone eles said, use the idea for something else, it's very interesting.
Dreamy one. At some moments it felt unreasonably hard, as I didn't see any logic about the walls appearing out of nowhere. Not bad, anyway. Got to the end (?), and brought the other square to the beginning of the level, but nothing happened.
Also, there's another game entitled "Minima" in this LD26!
Excellent, a favourite... very strange, some references to relationships in there! Very clever with very little text and some behaviour in the blue ... I like the way blue follows, a bit, something of a tease ?!
Comments44
Now, maybe I'm missing something, but to me the gameplay consisted of be bumping around into invisible walls until I had enough visible to lure the blue block in to get stuck on a corner and then I'd hurry in and touch it. Is there something more to it than that?
If not, then I must say, the gameplay is honestly tedious. If I just missed the point, then please ignore what I'm saying here, but I saw no way of determining where the walls may be, so there was no strategy or challenge involved, just a lot of slow, dull maneuvering as I'd constantly get stuck on walls and have to drag myself around them.
I kept playing because I was curious about the blue square and why it was being so coy. Unfortunately, by the time I got to a level where it started following me, the camera had zoomed out so far from me using my bait-and-switch tactic to catch the blue square, I wasn't even able to read what it was saying, sadly.
Keep the aesthetic and concept and use it for something. Unless you're trying to just make an artistic statement about how walls go up between people who like each other or something, which the gameplay would enforce, the game isn't "fun" in any way that I can see.
Please don't take the criticism harshly. I thought it was very neat!
Skycardboard: boxed in just like in life. amirite?
I took a while to realize what I was actually supposed to do - catch the blue square in the maze that I'd revealed - but once I did it became a fun puzzle game. Couldn't understand what to do after it started following me, though - just wandered around for a couple of minutes and gave up.
Very atmospheric, and I loved the procedural sounds and maze generation!
Still, it's a quirky idea and the style is great, even if the gameplay feels a little frustrating at times!
But if you're intended to just chase after him, the later levels become a headache of bumping into walls and pretty much relying on RNG to let you catch.
Aesthetically very pleasing (while using minimal shapes and a simple pallete, major points on theme), but game play a little lacking.
Still an enjoyable experience, and one of the better games I've played so far.
Oh also the web version wasn't working, something about calling load outside the main thread.
Sorry blue I don't love you that much.
It was a little hard to read the text at the end due to the darkness.
*spoiler alert*
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I'll let you know once I've taken the square home, I'm still searching for the place as I write this.
I really appreciated the way you respected the theme, with originality and simplicity. The minimalist graphism add nonetheless a touch of poetry which gives this game such a peculiar mood.
Also, there's another game entitled "Minima" in this LD26!
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21295