Blue Square and the Mystery Cave by asdehielo
You are a square. Squares can't jump. That means you can only go down into that cave. However, jumping is not needed inside, as long as you know how to use your trusty new power.
Can you discover the secrets of the cave?
Controls
A, D or Arrow keys to move
Hold Left Click to aim and shoot
Press R to restart from the nearest checkpoint
Ratings
| Overall | 89th | 3.994⭐ | 87🧑⚖️ |
| Fun | 60th | 4.023⭐ | 88🧑⚖️ |
| Innovation | 117th | 3.895⭐ | 88🧑⚖️ |
| Theme | 192th | 3.965⭐ | 87🧑⚖️ |
| Graphics | 514th | 3.349⭐ | 88🧑⚖️ |
| Audio | 257th | 3.494⭐ | 83🧑⚖️ |
| Humor | 324th | 2.775⭐ | 73🧑⚖️ |
| Mood | 164th | 3.738⭐ | 88🧑⚖️ |
| Given | 127🗳️ | 201🗨️ |
One suggestion: it would be helpful if I could move the camera so I didn't need to shoot those orbs blindly.
We both know that 48 hours isn't enough time to make a game :cry: but you did a great job.
Keep up the good work!
Congrats.
Initially I didn't want to include camera movement because I wanted the players to use the balls for scouting ahead, but now that you mention it it's probably a good idea to at least let them move it right, left and upwards.
Played all the way through. My main feedback is to zoom out the camera, most of the time I could'nt see the entirety of the puzzle I was trying to solve.
There were some good level design ideas, you managed to do a lot with those doors !
Also I noticed that the door noise blew out a bit. I'm not sure how to describe it as I'm new to playing with sound effects as well. It just sounded a bit off to me.
You are totally right about the music. This was my first time creating music, so I was a bit lost in that matter.
Thank you so much for the feedback!
Thanks for the feedback!
Thanks for the feedback!
I'm not sure if there are multiple paths to the bottom, it seemed like it sometimes, but I guess I just was lucky I chose the right path, cause the other probably ended in spikes^^ I liked that though, added a bit of mystery. Dying wasn't a problem because of the amount of checkpoints you provided.
The level design stood out to me!
I only wish you can zoom out, or look around you. Because right now a lot of the time you just shoot your ball blindly, which makes the process feel like trial and error, instead of precision and timing.
Nonetheless, I've liked the game, and especially the ending, when you join all of your square buddies at the bottom :smile:
Overall, a really good game, congratulations
Theres is only 1 path to the bottom, but there is a small bifurcation that leads to a secret. It's hard to reach tho ;)
!> The dark stage at the end and the ending in general were really cool!
First of all, let me tell you that it's a good concept. Very, very good concept in fact ! I loved that "throwing ball" power, but I feel like you were not aware of the goldmine you had as a gameplay mechanic and wasted it.
No, in fact, you **were** aware of the funniest aspect of your game (at least, for me), but deliberatly thrown it away, and that's my problem with your game.
A blind jump into spikes is not a puzzle, not funny, and not good level design. "But you can throw your balls down to see if it explodes at the spikes" yeah, but... Well... It's kinda boring as a mechanic ^^". And let me tell you : the fact that it was possible to bounce on the balls was WAY MORE INTERESTING, and fun, as a gameplay mechanic.
I mean, I enjoyed **way more** reaching that hypnotic square with a cat, the wooden sign or the "you are amazing" message (you had time to put easter eggs in a compo ? You madman). **That** was fun, and cool, and rewarding, and I feel like that should have been the main feature of the game ! So making the main mechanic of you game just "throw a ball and wait for it to explode" is a complete missed opportunity.
Don't worry, to be honest, I gave you excellent ratings, but mostly because I had a blast finding the easter eggs (and also because of the ending, that was a really nice surprise =). And you probably knew it was fun, otherwise you probably wouldn't have put them in the first place ^^. Maybe you didn't think people would understand how to use it, or how to create good levels with it (I admit, that's a hard gameplay element to incorporate in 48h), or maybe you didn't see the potential, I don't know ^^'.
So yeah, your main game was decent, but that hidden part was **awesome**. And I mean it. I did the game again just to see how I could abuse that mechanic, what possibilities it opened, and that was really fun !
Sorry if I sounded harsh, I must admit that I was really involved in that part of the game, it was really cool =).
That in and of itself is an indicative of why I didn't use it as the main mechanic. This game has been played by thousands of people (it got wildly popular on newgrounds), and I've only seen a few mentions of people bouncing on the balls, and no mentions at all of people finding the secrets, until now.
When I found that mechanic, I knew for sure I had to do something with it, because it is indeed very fun. However, it was risky to design the level around it for obvious reasons: if you fail the jump, you gotta restart because you can't jump back up. You can then argue that I should have implemented a jump aswell, but then we would be talking about a completely different game. In the end, I settled for including some secrets just for myself and for the most passionate players. For better or worse, this was my decision.
But who knows? Maybe I could use this in a possible sequel. We'll see!
Again, very happy to read your comment. Thank you so much!
By the way, in case you are interested, the secrets are references to some of my older games. You can check them out on my itch :)
Thanks for the feedback!
I'm glad you liked it!
I am impressed by the cleanness of the graphics and the level design of your game.
This is very interesting to keep the player from jumping, while providing him a way to unlock doors he cannot reach himself.
I like the last sequence with the light fading out, leading to the end in the total darkness. This is simple but very clever in order to give an impact to the end.
The camera zoom didn't bother me, I took it as being part of the level design: you have anticipate your throwing when you have your goal at sight and the move to be able to throw properly. Same thing for hidden spikes, the mechanics of throwing is here to help you know when and where it is safe to move. It is really satisfying to have this simple mechanic, known by the player that can be used for different purposes as he advances in the game.
I really like your entry.
Congrats, great work!
The sound design and music were on point.
I also love how the projectile can rebound on the character. I would have loved to see some puzzles where you juggle with the projectile.
Speaking about the puzzles. The puzzles were cool and well designed.
It's a shame that sometimes the target/spikes was/were out of sight.
The ending actually is far deeper than the simple graphics let me think.
The main critiques:
- Going over even a small ledge feels stressful, because I know I won't be able to go back. You've taken great care in your level design to ensure that this doesn't cause any problems, but it still *feels* uncomfortable. In a game with an expanded scope, I would expect elevators or (ugh, stairs) or something that will let the player quickly ascend, to relieve this tension. In a game-jam game, though, I wouldn't necessarily consider elevators in-scope.
- Minor nitpick: the save points looked like doors, and I intuitively wanted to go through them.
This was a joy to play.
I also see your point with the save points (no pun intended)
Thanks for the feedback!
I even liked using my ball power to scout down before jumping into the abyss ;). I don't like when platformers make you jump into the unknown only for you to discover that you chose a wrong random direction and died on the spikes. But here my trusty ball scouted for me! Very nice.
I liked the sfx and quiet music. Graphics are simple and nothing to write home about, but they do their job fine.
Overall, it is an impressive piece of combo work and a very fun concept!
I think it might be interesting to try to teach the player this idea at some point before then... I'm not sure. It seems most people figured it out... I guess I am an outlier. Oh well, hopefully that data point is useful! :sweat_smile:
Either way I enjoyed the rest of the game. It seems like a platformer but I would say its much more of a shooting-puzzle sort of game. I think that's pretty neat--the genre of the game is sort of blurry because the main mechanics of the game are placed into a context where I would usually expect different mechanics.
I enjoyed the ending as well. I can see a number of ways of interpreting it... very neat.
Overall this was a good entry. Solid gameplay, solid ending.
Great job on making a solid compo game!

This is a compo game? It's very well crafted. I actually got a bit emotional over the square and its voyage into the underground. Don't think there's anything I can say that hasn't been said before. The puzzles were amazing, and I liked that the mechanics of the bouncing balls served not only to hit stars but to also find out dangerous sports and even walk safely in the darkness.
Games like these show that a simple, straightforward premise can really squeeze out some good ideas without going out of scope nor needing a lot of unique assets. From the visuals to the audio, it all compliments the core ideas of the game!
I'm beyond impressed with this game. It was a short but sweet experience, and I'm all up for more of it! Way to go! :whale:
Thank you for the feedback!
Also agree with your point of spamming the balls.
Thank you for the feedback!