Slicer by GoudaGames
Slice shapes into other shapes, as simple as that!
This game was fun to make. It was the first proper 3D game I ever finished, and the first time ever I made a game in Unity. I believe it turned out rather good.
The game was meant to be hard, and I think it might be too hard. Tell me what you think! Good hard or too hard?
Enjoy!
DISCLAIMER: Linux and Mac OS X version untested, please tell me if they work or not.
This game was fun to make. It was the first proper 3D game I ever finished, and the first time ever I made a game in Unity. I believe it turned out rather good.
The game was meant to be hard, and I think it might be too hard. Tell me what you think! Good hard or too hard?
Enjoy!
DISCLAIMER: Linux and Mac OS X version untested, please tell me if they work or not.
Ratings
| Coolness | 28% | 1902 |
| Overall | 3.14 | 532 |
| Fun | 2.67 | 762 |
| Graphics | 2.90 | 523 |
| Innovation | 3.71 | 146 |
| Mood | 2.63 | 649 |
| Theme | 3.57 | 327 |
If it was hard because you had to think about how to arrange the slicers to make it work then that would be really good. Unfortunately its hard because you don't have anywhere near enough time to place them, they get removed between each attempt, and they're kind of awkward to place (you have to click on the track rather than being able to click near it).
So yeah, I don't think it's too difficult, I think it's the wrong kind of difficulty. It should be logical difficulty not mechanical difficulty.
I'm honestly kind of gutted because it seems like this could be a really great game but as it stands right now, it's just too frustrating to play. Sorry!
I'm considering making a Post Compo version, and will definitely take you're thoughts into an account.
I really appreciate that you've made some some kind of learning curve, but the game was still hard.
Exceptional difficulty makes it less fun.
I understand that you made it interesting for yourself, but whenever you make a game, almost always your players will be surprisingly unskilled at it from your point of view.
You're the developer, you're always going to be one of the best players in your own game.
Let me tell you about my game as an example: I'm (almost) not hardcore platformer player, but I'm able to complete all 15 levels with 3-6 death with little efforts. On the other hand, my players were often unable to finish. One of them who actually did, said that he got ~80 deaths. And that's expected result, I think other players got similar scores.
This should give you an idea on how better you are at your game than your players.
This is some ideas on how you can make it more player-friendly: You can, for example, spawn multiple boxes and let players freely place and destroy machines; remove 1 box limit, but add time limit. But that may sound too easy. If you don't want it to be that easy, you can at least add few seconds of delay before the box starts moving; this would allow players to think and to start placing machines before the box moves.
But, don't worry about this too much. The game is still fun to play and pretty unique. Good job.
Don't get me wrong, this was a great take on the theme, graphics looked nice, only some SFX and music was missing.
Sadly, this was simply based on how fast you click, and for me that's not fun. It's not that I don't like difficult games, it's more about the terrible controls.
HolyBlackCat pointed out pretty well, that games like this need to be tested, and then tested again.
Needed more time to get accustomed to the interface and instructions before the block started. Too much to read and then RESTART, at least restart was the level and not back to beginning. I had to figure out what I already knew and what was up, and the block was already moving.
I had to give up on the mirror placement level, cause it was impossible to click all the locations for me in time before the block started down the path.
Also the difference wasn't enough between the various machine buttons which were available and those not available. Maybe during your "tutorial" levels, you greyed out or didn't even display those. They added TOO much interface to look over. Crank up the difficulty after a player understands the basics.
I agree with others, mentally hard and physically hard are very different and tutorial levels shouldn't start out on hardcore/insane mode. Made me lose interest quickly in an interesting idea.