Get Physical by blindfox
Must be run in 16:9 aspect ratio!
Space Bar resets the level.
Made by Blind Fox Studios!
Space Bar resets the level.
Made by Blind Fox Studios!
Ratings
| Coolness | 77% | 2 |
| Overall(Jam) | 3.48 | 200 |
| Audio(Jam) | 3.46 | 192 |
| Fun(Jam) | 3.35 | 208 |
| Graphics(Jam) | 2.78 | 617 |
| Humor(Jam) | 2.11 | 498 |
| Innovation(Jam) | 3.59 | 116 |
| Mood(Jam) | 3.35 | 240 |
| Theme(Jam) | 2.47 | 624 |
Having different themed levels was a plan of ours, but as with every jam, time ran out and we had to go with just one theme. We plan to keep working on the game, and we'll make sure to put in different themes.
Again, thanks for your time.
everystone: Oh boy, I remember Cube. I may go back and watch that again and pound out some levels based around some of the traps once we get some more complex mechanics implemented. At this point it is pretty easy for the whole team to design and implement new levels, so theoretically we could be creating large handfuls of levels each day and having them tested and added to the game weekly. As for the physics affected objects, we also have plans to make that a much bigger part of level design (similar to what you would have seen in the final stage but to a greater degree, if that is what you liked). Thank you for the feedback!
I love how the controls and such are part of the game and get pushed around.
Nice!
Razoric: Thank you so much for taking time to play our game!
Budaniel: Right now I think we are seriously considering placing some levels in between the ones we included here to introduce concepts like the gravity fields slowly so that players can get used to their strength. We tested this game to death, so we are quite used to the levels we made, however we are noticing that players are having some difficulty. It is possible that this could be resolved if there was more time for attempts and players weren't trying to play as many games as possible, but that is, after all, the point of a jam like this. As for the goals, we are actually a bit torn as a team on those. They were one of the first things we implemented and hold a special place in the hearts of a few of us on the team, if you will. Of course, if the response to them is negative we will probably come up with an alternative. Thank you very much for your feedback!
Ramori: We have got this several times already, unfortunately. One of our primary goals was to demonstrate several different hazards and obstacles while at the same time showing how these would potentially scale on harder levels that we will be designing in the future. We probably overestimated the strength of the learning curve since we constantly tested these levels for a couple days. Our solution will most likely be to add levels in between that slowly ease the player into handling each problem rather than reworking the problem levels (we tested each one to make sure it was possible to complete and had a general strategy that always worked when executed properly), however if problems persist then we won't be opposed to just removing those levels entirely and replacing them. Thanks for taking the time to comment. :)
Also that credits sequence was perfect :)!
SwiftIllusion: I think everyone on the team can die happy knowing that someone made it to the credits. We were all pretty proud of it. :')
We are so glad that some are enjoying the game so much! Thanks a lot for taking the time to provide your opinion! :D
rnlf: Sorry about that, I've fixed that discrepancy. We're working on porting right now, and have more native versions soon.
Fun game
Nitpicks:
- The exit and portal graphics don't fit with the rest of the game.
- Linux package does not retain executable bit.