cube mob by mbc

[raw]
made by mbc for LD 43 (COMPO)

This is a game where you control a mob of cubes. Use the movement keys/joystick to rotate cubes, causing them to roll unpredictably. (Cubes must be sacrificed so you can move through the level!)

Very minimal (and messy!!) code, the concept was mostly tweaking physics and level design.

I was only able to complete 2 levels, but they're pretty big. Enjoy clearing the unreasonably hard section at the back end!

img.png

tools : Unity, Paint.net

patch log : - I put a bandaid over a camera error that would lead to a failure state when trying to handle certain cube positions.

Ratings

Overall 238th 3.446⭐ 30🧑‍⚖️
Fun 155th 3.5⭐ 30🧑‍⚖️
Innovation 76th 3.696⭐ 30🧑‍⚖️
Theme 320th 3.25⭐ 30🧑‍⚖️
Graphics 388th 2.771⭐ 26🧑‍⚖️
Given 32🗳️ 10🗨️

Feedback

Hempuli
03. Dec 2018 · 03:37 UTC
The struggle of getting forward felt interesting; the little herd of cubes felt "familiar" very quickly and as such it was neat to watch them rotate onwards. Simplistic but very neat :)
Funkyjive
03. Dec 2018 · 04:01 UTC
Interesting concept, a little hard to control. I would have liked it to feel a little more "out of control" maybe up the force applied to the cubes?
baknik
03. Dec 2018 · 04:27 UTC
The controls feel clumsy, but clearly are like that for a purpose. I like the design and textures used for the levels. Well done!
arkinrev
03. Dec 2018 · 04:31 UTC
I think the time spent with the game physics was well spent. As I navigated the cube herd, some maneuvers presented themselves and I was able to navigate the obstacles. Nice job. My fingers kind of hurt after that one, but it might have also been the 2 days of coding leading up to this.
CodeKim
03. Dec 2018 · 04:41 UTC
Seeing the cubes fumble around was surprisingly fun. Only time I felt frustration was when a cube got stuck on what seemed like flat terrain. Graphics being simple isn't an issue, but some music would make it feel more complete! Oh and please do tell, does the amount of cubes entering the goal effect anything? Thanks! :)
Mightymaster99
03. Dec 2018 · 04:58 UTC
I really enjoy this game. It was hard to get across certain areas, but it was always very satisfying to get there. I would have liked to have more levels and even sound effects. Just having a few sounds would have made this better.
scarfdev
03. Dec 2018 · 05:05 UTC
Very neat game, being able to climb up other cubes really felt like a natural sacrifice. The part near the end with the rectangles that slightly fan out got me stuck as my 1 cube got clipped into the end of it as it was falling off and could not wiggle free. Otherwise a challenging and fun game
numeralien
03. Dec 2018 · 05:05 UTC
Pretty cool! I ran into an issue a couple times where i had multiple cubes in my mob, one fell into the abyss, and the game decided that that one would take the focus, so i had to restart. Other than that, I'd have liked to have seen a moving platform or something to spice things up, but it was pretty fun overall!
Ian Kettlewell
03. Dec 2018 · 07:21 UTC
This game is brutally hard. It feels like a Ludum Dare version of getting over it.

I fully intended on beating it, but after an hour+ of trying I have conceeded (for now).

That said, the game's controls are suprisingly sharp (even with WASD which I played with). Moving the cube around feels like it has a lot of nuance, and you do feel like a cube. On the 2nd level I found myself learning the nuances of every little bump. As I repeatedly retried the level I learned how to do little tricks to balance myself out or to scale a corner. What's impressive is the depth in the controls and the level designs that force you to learn that depth.. There are very few 48 hour games that you can play for over an hour and still feel like you have more to learn.

It's clear the objective of this game was to create satisfying controls for manuevering a cube, and it clearly succeeded there. It took an original concept and explored it well, but I wonder if anyone will be able to beat it?
James Leib
03. Dec 2018 · 07:56 UTC
Great game! I loved the unorthodox movement, while I didn't always feel in control everytime I lost a cube it felt like it was my mistake and not an issue with the movement. There was a very easy learning curve and an obvious goal. My only issue came from the camera follow - following a dead cube for too long, especially in important sections.
WongKongPhooey
03. Dec 2018 · 16:36 UTC
It's great fun! A fairly simple idea that is well executed and kept me hooked for a while as I was desperate to make the finish! Well done!
Game_Coder28
03. Dec 2018 · 18:54 UTC
Absolutely amazing game, I love the physics and the lovely game design, maybe spend some more time on graphics but overall absolutely amazing!!! 5/5 on everything
Vinay Rao
04. Dec 2018 · 05:02 UTC
Knocked it out of the park with this one. Good concept, the movement was spot on, the obstacles were varied and interesting.

Could do with some audio or soft music.

I find myself wanting more stages. Which isn't a bad problem to have in a hastily made game. Had a blast with this one.
saucygames
05. Dec 2018 · 07:10 UTC
the camera switching is nice, i like the idea of the experiment and the level (didn't get to level 2), it is frustrating getting stuck on things, my only wish would be for some sort of vertical boost to slightly enhance the speed of gameplay.
Mac Dragoness
05. Dec 2018 · 07:50 UTC
the cube is really slow to control and the game felt unfun to play, perhaps make the control a bit faster and responsive or adding new obstacles along the way
gamebuilder
05. Dec 2018 · 20:59 UTC
Fantastic game, though the second level is a killer. I wasn't able to finish it, but I had a lot of fun trying. All in all it's an unusual concept, and you've done a good job with the physics and shading. I can see this being developed into a full-fledged (and very addictive) game. Nice work.
planschi
06. Dec 2018 · 21:34 UTC
Ok one of the best gameplay and idea wise! xD
Gunturtle
22. Dec 2018 · 00:19 UTC
Loved this idea and watching the cubes waddle to the goal. The physics felt a little bit weird since the cubes didn't seem to slide at all when they were rotating against a wall and easily get stuck. The camera could've used some smoothing, it was kinda weird seeing it snap around when you got another cube or lost one. Level design was pretty solid though, and it definitely reflects the time put into it.