get out of the box
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Lv. 46
Great game overall! The jump mechanic was impressively coded, though I feel it ended up making the game more frustrating than it needed to be π Got through all of the levels without too much trouble other than it taking forever to fight the physics system, as happens with every physics game.
SubmittedTrap Card
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Patron
Loved this entry. I wanna watch the cartoon about the lil guy with the stretchy arms.
This was just gorgeously done. I loved how dynamic every level felt, the polish was amazing, everything was super responsive, fitting music and SFX... just really loved this one.
SubmittedA Sonnet to the Mind
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Lv. 8
This is such a cool unique concept and the physics engine is really impressive for the timeframe. There were a couple bugs at times, and I personally would have like if the objects didn't wave around so much when you're holding them as I couldn't really ever hold anything still. However, this did help fit with the overall feel of the game as a fun, chaotic physics game. The level editor was also a really great addition and I had some fun with that. Great work!
SubmittedBreakout Bricks
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Lv. 10
We actually used GameMaker's built-in physics engine. It is surprisingly capable, I had no idea. Anti created a tool that allowed us to use custom hitbox shapes, which is what allowed us to make props that had irregular hitboxes. We are considering several changes that could be made to improve prop manipulation and player control, but whether or not we implement them depends on whether or not we go through with a post-jam release, lol. Thanks for your feedback!
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Lv. 12
I like the concept and the art is surprisingly charmy, but some levels, especially the later ones, just feel unnecessarily complicated, requiring way too precise prop positioning and jumps. Still, it was fun going through this and the way you implemented the theme was really smart. Also you actually GameMaker's physics engine, so props for that.
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Patron
Very fun concept, though I think the levels require a little too much precision compared to how fiddly the game is. But I don't think the gameplay is a issue, that's goofy feeling is part of the charm, and the music and visuals work well with that idea. I think more conceptual levels, less focused on building a ladder, would have worked better. Like pulling the lamp to make the boxes fall was a cool moment, and that kind of interaction could make fun levels while not asking to much precision.
Basically the way items rotate and bounce is fun, but the levels don't really take that into account. It's definitely a good thing that we're able to skip them though, because a few of them I felt like "okay I was close enough, I don't feel like rebuilding everything"SubmittedBoxed in a Minefield
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Lv. 10
This feedback is great! We would love to design more levels that utilize those sort of gimmick mechanics. Particularly when it came to designing levels the problem was in actually finding those mechanics lol. I only spent about 7 hours designing levels and typically what would happen is that I would either come up with a level to put into the final game or I would trash my idea. There wasn't much room for experimentation as I felt like the game should have enough content to sustain a determined player (and that means that I needed to crank out a bunch of levels lol). I feel like I somewhat succeeded in that regard! I am also happy that we added the level skip arrows as they allow any type of player to access the game's full content at their own pace.
Thanks for playing!
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Patron
this is a really well made game with so many features for the time given, a speed run mode and a level ediot, that's impressive! Did you use the built in physics engine for this one? I had a lot of fun with it, very impressive!
SubmittedPressed
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Lv. 2
thank you! yeah we used the built in physics. I had to make a tool for building more complex polygon collision shapes, since the built in system is a bit limiting.
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Lv. 41
This was a pretty charming physics platformer, and I enjoyed the character design and the vibe of the game in general. In terms of controlling the game, that's where it fell flat for me.
I'm not a huge fan of physics-based games because it can often feel really finnicky to control. Stacking boxes is never as hard in real life as it often ends up being in video games, and that usually leads me to come out of an experience feeling frustrated more than entertained.
Still, I think your take on the theme works well. I just wish stacking boxes, bathtubs, and brooms was a more engaging experience.
SubmittedReset Protocol
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Lv. 2
thank you, I agree. I think the controls can use some more work. I hope later we can make it not frustrating.
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Lv. 30
Cool idea. Neat art. Controlling the objects was a bit annoying though.
SubmittedIn The Dark
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Lv. 10
I agree. It makes some of the stages a little bit of an endurance test. I am having a hard time actually figuring out if that's a bad thing or not because I know some players are into that sort of thing. At the end of the day I am very happy with what we were able to accomplish and I am glad that it seems you had a somewhat positive experience!
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Lv. 9
Super cute, great use of physics. The music fit well and the level editor was a cool bonus. Great job.
SubmittedThe Cavern
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Patron
Love the idea. The physics/puzzle gameplay is genius. I think the collision detection and platforming mechanics leave something to be desired, but the idea and art style of the game is awesome!
SubmittedBasement Mayhem