In this game, you begin to play as a simple cube. Your goal is to reach the end of each level.
To do so, you have to find and pick up some cubes, which will help you building your own custom player.
There is three different kind of items for now, that change one characteristic each: speed, jump force and size.
Modify the default player
Try to reach the end!
Controls
* WASD - Arrows: Move * Space: Jump * Escape: Pause * Mouse: Rotate player / camera * Mouse wheel: Zoom in / out * R: Restart * I: Inventory * Left click on the items (upper left): Select * Left click on the player: Add * Right click: Delete * Mouse wheel: Zoom in / out
Cool concept! I had fun playing with changing my character mid-jump to climb really tall things. The camera controls in the editor were pretty wonky though, I would have found it easier to build silly shapes if my "up" direction was preserved.
This is definitely one of the more creative games I've seen. I love that not only choosing which blocks to use but also WHERE to place them is part of the puzzle. I just wanted the speed modifiers to be more extreme it was hard to tell how much faster you moved when you had them vs when you didn't. Great work
A few things which would have improved my gameplay experience:
- Closing the Voxel Editor with "I" was not intuitive. I would change the button to "Esc" or "Q" so the player does not need to move their hand on the keyboard.
- Working with a lot of Voxel in the editor was hard to distinguish where one block started and the other ended. A small line around each block could improve that.
- The respawn point on lvl 2 was very frustrating. Having to collect every block over and over again after failing the jump over the water was a bit annoying. Having a save point after collecting the yellow block or keeping the collected blocks after dying would have been nice.
Overall great game with quite some potential for further development in my opinion :)
@pilarius Thanks for your detailed feedback, I appreciate :)
* You’re not the first one saying to me that “escape” for the Voxel Editor is more intuitive. I totally agree with you, and I’ll change that on the next release. * Good idea, I can add another material with a shader (like the one I used when you select a voxel in Edit Mode) with a black outline. * That’s true, I didn’t think of a waypoint system, I obviously need to add that on the next release too!
That is an amazing idea! Congrats on your full 5 stars on innovation ^^ visually the blurring in the distance seems to extreme to me, its even hard to read sign while not standing exactly in front of them. Also I found the level design quite difficult, I gave up on the first moat after trying a dozen times to get across (I arranged the cubes I found (3xspeed, 1xjump) in a line to extend my jump reach).
Wow what a fantastic game! I absolutely loved this. Lots of charm and polish packed into it, and the central mechanic is fun and nothing like I have seen before.
Also I love the depth of field effect.
One thing I'm not sure if it was the intentional solution or not (which I loved either way) was to get up at the table at the end I would jump and then re stack cubes to continue jumping higher to get on the table.
Pretty cool concept that works well. Camera was in the way after a few blocks. No checkpointing at level 2 made me quit the game after 2 tries. (couldn't figure out how to get over the water and getting all the blocks repeatedly was a no go for me). Also my beefy computer could feel the voxels performance-wise. Thanks for the game :)
Did you make this game with MagicaVoxel? If so, it's amazing, I rarely see that. I actually really enjoed the idea and gameplay. How did you manage to create even an upgrade system with separate menu in such short amount of time? That's so cool!
@oneki Thanks for your kind message. :) I'll add checkpoints and rework the level design based on all the comments I had :)
@daria-toni I used VoxEdit to make the models, everything else was in Unity! This was my third gamejam, and I'm kind of familiar with Unity now. (+ I didn't sleep a lot, haha). Thank you very much :)
Hey, fun concept! I managed to beat all the levels, but it took some time since I don't have a middle mouse button (it's broken) and couldn't rotate in the editor. Not your fault of course, having remappable controls is a lot to ask for a game jam game. Maybe an alternative would've been feasible though. Either way, fun little levels to explore :) Good job!
Haha, what a fun puzzle game! A really cool concept that worked incredibly well with the theme! My favorite puzzle was the second one with the river, it took me a couple tries to find the correct configuration to get over that (my approach was using the elevation with the yellow block to jump). What really impressed me was how varied the presentation was, every new level brought something unique to the table, first the outdoors level, then the giant level, they worked really well in the voxel style. Super fun game you made, liked it very much..
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@mactinite: Glad you enjoyed the game! I’ll continue to improve it and build more levels 😊
@sneakyfox: Now the jam is over, I have plenty of time to really think of the level design
@sgalasso: Thank you very much😊
@aevek: Thanks! Yeah, I really have to rework that part, a gravity-centered rotation in the world space.
@adam-konig: Thanks for your nice message and feedback 😊
@adam-gaskins: Glad to read that! I’ll try to do my best to turn this prototype into a real full game!
@bongard22: Thank you! Yeah, I spent a lot of time in the inventory, but I could have spent the whole
72h in there coding all the things I want :p
@onat-sayg: Absolutely, I’ll work on the v2 now 😉
@slimabob Thanks for you nice message 😊 I didn’t sleep a lot, but it was worth it!
A few things which would have improved my gameplay experience:
- Closing the Voxel Editor with "I" was not intuitive. I would change the button to "Esc" or "Q" so the player does not need to move their hand on the keyboard.
- Working with a lot of Voxel in the editor was hard to distinguish where one block started and the other ended. A small line around each block could improve that.
- The respawn point on lvl 2 was very frustrating. Having to collect every block over and over again after failing the jump over the water was a bit annoying. Having a save point after collecting the yellow block or keeping the collected blocks after dying would have been nice.
Overall great game with quite some potential for further development in my opinion :)
* You’re not the first one saying to me that “escape” for the Voxel Editor is more intuitive. I totally agree with you, and I’ll change that on the next release.
* Good idea, I can add another material with a shader (like the one I used when you select a voxel in Edit Mode) with a black outline.
* That’s true, I didn’t think of a waypoint system, I obviously need to add that on the next release too!
Thanks again :)
The blurring effect was the last feature I added, and I knew that everyone was not going to like it. :/
Hum, that's one of the solutions, sorry that you didn't manage to get through. Did you jump from the flower pot?
Also I love the depth of field effect.
One thing I'm not sure if it was the intentional solution or not (which I loved either way) was to get up at the table at the end I would jump and then re stack cubes to continue jumping higher to get on the table.
Loved this!
@zoarfy Thanks for your kind message. As soon as it works, it's as solution, haha!
@daria-toni I used VoxEdit to make the models, everything else was in Unity! This was my third gamejam, and I'm kind of familiar with Unity now. (+ I didn't sleep a lot, haha). Thank you very much :)
@captaindreamcast Thank you for your super kind message. :) Glad you didn't give up and kept trying ;)