PowerCubeStationBox™ by NueboMundo
N O W... YOU ARE PLAYING WITH POWER

Controls: WASD (movement), Space (jump), Mouse (explore)
- Code Galbix https://twitter.com/Galbix
- Art and Music JO13 https://twitter.com/jo13art
04/08/17: WINDOWS AND MAC BUILDS ADDED!
Ratings
| Overall | 112th | 3.87⭐ | 48🧑⚖️ |
| Fun | 242th | 3.457⭐ | 48🧑⚖️ |
| Innovation | 3th | 4.652⭐ | 48🧑⚖️ |
| Theme | 26th | 4.283⭐ | 48🧑⚖️ |
| Graphics | 285th | 3.87⭐ | 48🧑⚖️ |
| Audio | 329th | 3.196⭐ | 48🧑⚖️ |
| Humor | 109th | 3.467⭐ | 47🧑⚖️ |
| Mood | 241th | 3.556⭐ | 47🧑⚖️ |
| Given | 57🗳️ | 37🗨️ |
It felt a bit frustrating at first but I had to kept playing, it's adictive. The gameplay is very polished, the graphics are well acomplished and the sound fits with the aesthetics.
Such an innovative idea and perfectly executed. Excelent game!
Shaking made the box be in a really in a weird position, maybe a "turn upright"-button or something could be nice!
Thank you for your kind words and playing the game! <3
@junber
= 0 You were so close! That level is actually the last.
About the shake's mechanic, you're right, we really had some debate about adding an automatic stabilizer as a feature, sorry for the inconvenience!
@jannes-nagel
Wow, thank you very much for that!
@varelsegames
Playing on the laptop truly is hard mode lol. I'm glad you had fun, though :)
@chaoseed
Hahaha, yes, that "trickiness" was, somehow, intended.
And yes, all the controls around the box really have consequences in the game.
We are planning a small update (post-jam version) with some additional features that were originally intended, but we had to cut due to lack of time. Hope you look forward to it!
@ciderwrath
Your comment is really lovely!
'Thinking outside the box' certainly was not a pun, but now, it's my favorite line related to the game lol
(I'm glad you liked the confetti ;D)
@mr-houdini
Thanks for this comment! We actually have some hard times thinking about whether or not it was really a good idea not to explain most of the mechanics. It turns out, we can trust the player more than what we usually think.
Again, thank you for your comment, very valuable!
@ferran-benavente
Thank you, so happy that the initial frustration turned into pleasure in the end.
@risingoat
Unboxing something certainly is a nice feeling hahaha, I'm glad you like the game!
@hunttis
We made someone laugh !? That's really one hell of an achievement!
And yes, the side-effects of the shaking were definitely a controversial part of the game haha
@andreu @theflyingkeyboard @evrim
Thank you very much for playing and commenting!
----
Again, thank you all who took the time of playing our game, rate it, and leave a comment, we're so grateful to be able to read your feedback!
We'll try and play/comment all your games too, it's the least we could do.
I love also that you will play in weird position in order to get the level done quickly before you need to push again the button on the back.
Great one!
Overall, excellent game!
One of my few complaints was how quick the power went out. I just wish the power had a meter like the platform shake did, so you could press the button more (or hold it down) to build the bar and keep it on longer. If the theme wasn't losing power, I'd even suggest replacing it with a screen tint which shows/hides objects depending on how bright it and the objects are.
My only other complaint is a small one. The screen knob doesn't do anything until the last level, which confused me. It should have scrolled the screen on the previous levels as well, just so you could understand it did something universal. The other switches only interacted with things that weren't there before, which meant you were encouraged to try them when you saw something new, which wasn't the case with the screen scroll.
Overall, a solid jam entry, and a great idea!
Thank you for your extensive feedback!
The rate of pressing the button sure is a polemic topic, we'll take a thoughtful look at that for the next version.
@eggnog
Thank you!!
Sorry to hear about your ragequits, some levels can be truly unkind due to the coordination between on-screen game and the outside elements. But if you enjoyed the game, that's more than enough :)
@remzo @hav24 @emery
Thank you guys!
@mgpxl
I love your comment!
So glad that we made you laugh, thank you for your words!
@karreg
A real life model will be totally awesome! We daydreamed about that during the jam as well hahaha
@will-walters @game-coder28
Okay, the rate of pressing the button SURE is a polemic topic lol
Thank you for your feedback!
@zee
Your power-meter idea is actually a really interesting one!
And yep, your complain about the screen scrolling is on point too, the scroll wheel was a late addition and could definitely be improved.
Like @zee above, I also found having to press the red button to be annoying after a while. Having a power meter might have helped.
I got confused about the shake thing the first time I played. I was worried the power cube station might turn off and I'd have to restart if that meter fell to zero. At least, that's what it looked like to me whenever the screen went black, and I saw the battery meter at zero (though now I guess I just fell off the platform when the screen went black). So I kept shaking to charge power, then pressing the red button, and repeating. It wasn't until I picked the game up a second time that I finally figured out that it is an entirely separate mechanic to control the platform movement from level 2 onward. The game made a lot more sense after that.
Overall, an innovative jam entry. While I had trouble playing it, I still got a biiiiig smile. :-) Thank you so much for sharing this!
the idea is brilliant and it is also well executed. I even think it would actually be more fun to play such a cube if it was a real object
just one remark: please do not forget that not all people have querty keyboard (maybe implement arrows as well)
anyway congrats it's a really polished entry!
* Control of rotating the cube was a little difficult; while the size of the interactive elements helped, especially being able to grab the shaker and push the screen power button without needing to rotate the cube all the way around, receiving a little assistance (even if optional) here would have been a nice touch.
* Needing to switch away from the platformer portion happened a little too frequently. Balance here is a bit tricky, given the theme of the jam and the concept of the game. I'd argue that since the platforming portion was the main focus of the game, having to switch away from it quite so often even at the early stages of the game was a little frustrating.
* SFX were a little simple, although certainly appropriate and cohesive; there could have been a bit more going on aurally.
* Screen usage was limited to an almost square aspect ratio; there were large portions of the screen that went unused, perhaps being able to zoom in to the main screen would have been helpful, but on the flip side, that might detract from the idea of the game being the cube, instead of just being contained within its screen.
It was hard in places, but I kept playing to see how the different elements of the cube worked. Very clever and high marks from me!
Apart from that: On innovation, theme and mood, this is by far the best I've seen the entire LD. Very well thought, very well made. Congratulations!