Blockage by ThePelranthean
Do you like blocks? Do you like going from one end of a level to the other? Then I have a game for you!
Blocks!
Lots of blocks!
Even more blocks!
Now that we're all excited about blocks, here's some explanation:
- Pick up and place blocks to go from level to level.
- You can only hold one color of block at a time.
- Exit each level through the end-level door.
- Open the door by picking up all blocks of the same color.
- Your inventory is preserved between levels.
Ratings
| Overall | 223th | 3.591⭐ | 24🧑⚖️ |
| Fun | 161th | 3.6⭐ | 22🧑⚖️ |
| Innovation | 121th | 3.69⭐ | 23🧑⚖️ |
| Theme | 331th | 3.625⭐ | 22🧑⚖️ |
| Graphics | 290th | 3.405⭐ | 23🧑⚖️ |
| Audio | 458th | 2.611⭐ | 20🧑⚖️ |
| Given | 15🗳️ | 15🗨️ |

Overall, I enjoyed it. Good job!
TIP: Stack blocks on top of each other but with a slight gap so you can use them as a very steep staircase!
(P.S. That giant chasm in the last level can go die.)
@dk5000p Sorry that the tutorial system didn't work for you. I'll have to keep that in mind next time I lay out my starting levels.
@bigbosserndog Yay! I'm glad the theme came through somewhat.
@korso I agree this game would probably be improved by using fewer blocks. When I was originally laying things out, I had the theme "running out of space" in mind, so I may have gone overboard trying to flood the levels with blocks. In testing, I noticed that the game boiled down to a ton of clicking and not much thinking, but by that point it was too late. I should probably have prioritized puzzle first and let the theme show up if it wanted to. Thanks for the pointer.
@ethan-nachreiner Good job beating the game. Yeah... I should probably have an end game screen to reward you for surviving that last level. Since I didn't do that, here's a kitten: :smiley_cat:.
As I was designing levels for the game, I realized that the single color inventory didn't lend itself well to puzzle making. It was hard to prevent each level from just being a simple, "drop all the red blocks, now pick up all the blue blocks." I'm glad you got some joy from cheating the physics system.
I've always thought that WASD + Space was an acceptable arrangement, but I'll keep the arrow key problem in mind. Maybe I'll eventually figure out how to set up dynamic keybindings in a 48 hour game... that would be cool.
The levels were manually done. I was able to get the core mechanics sorted out on Saturday, so that left most of Sunday for level design and polish. It's nice when the engine cooperates and you don't have game breaking bugs until an hour before the deadline (I'm looking at you previous game entries...).
@arch Sorry to disappoint your physics breaking expectations. I blame Unreal engine for their superior physics technology. Also, I'm glad you liked the block house.
Would love to see what you make of it afterwards.
@sita "bring 20 green boxes," eh? How about, "bring 86 green boxes." :smile: Yeah, I probably added more blocks than were really warranted by the puzzles. Good to hear that the mechanics were easy to understand though.
@mikune Maybe if I had put a background to the text and increased the font size, that would make the text more legible. The outline I added didn't do as good a job as I had hoped. I'm glad you enjoyed the game.
- Very cool concept
- Easy to pick up
- Win condition becomes tedious, once you figured out the puzzle
- Would like to see worked on more!
- Also, YAY! A fellow UE4 dev :D We're far and few between, apparently.
@darkrabbitgames UE4 devs, unite! I previously took a break from Unreal, so this was my "picking it up again" game. It was fun to jump back into UE4.
Concerning the tedious win condition - yes, I agree. My hope is, as mentioned in some of the previous comments, that by reducing the number of blocks required to activate the doors/bridges I can eliminate some of the tedium. Failing that... I guess I could add alien octopuses with lazers! Though that might be a bit off theme. :smile:
I'm always open to new ideas if you have any. Thanks for the feedback.