W O B B L E by Gus Goucher

Wobble is a fast-paced puzzle game with physics-based challenges and a banger soundtrack. Stack blocks and try to beat the clock or the massive moving death barrier! Made in 72 hours by Braeden Trefethen and Angus Goucher for Ludum Dare 49, thank you for looking!

Ratings
| Overall | 194th | 3.958⭐ | 50🧑⚖️ |
| Fun | 94th | 4.083⭐ | 50🧑⚖️ |
| Innovation | 473th | 3.573⭐ | 50🧑⚖️ |
| Theme | 778th | 3.51⭐ | 50🧑⚖️ |
| Graphics | 686th | 3.677⭐ | 50🧑⚖️ |
| Audio | 221th | 3.844⭐ | 50🧑⚖️ |
| Humor | 900th | 2.69⭐ | 44🧑⚖️ |
| Mood | 704th | 3.467⭐ | 48🧑⚖️ |
| Given | 68🗳️ | 68🗨️ |
Not sure what was with that ending though. When I saw the red I thought I triggered some bad end or something (maybe I did. I dunno)

This genuinely feels like a demo to a full game and I'd be ready to spend money for something of this quality. Great work!!!
@antrimplato Thank you for playing!
@wouter52 Trackpad sounds especially awful for the time-pressure levels! I applaud you for trying to use it! Thanks for checking out the game!
@twospaces-sg We found that unintended bug in playtesting but it was too much fun to remove, we're so glad you found it! The best time we've seen is a 1:03 according to the in-game timer, see if you can beat it! Thank you for playing!
Difficulty-wise, the difficulty started to hamper my enjoyment of the game toward the end! The level where the squiggly lines are introduced is where I got stuck and couldn't get past :( I think there were 2 things that really got in my way personally. 1) Having the blocks rotate when they're picked up added more frustration than interesting challenge for me. 2) I'm not sure if I was experiencing a bug or if I just didn't understand the controls, but when the big colorful blocks were introduced, instead of being able to click and drag, I would have to like click 10 times in a row and THEN hold and drag for it to actually work. Not sure if I misunderstood something with the controls there, but that made levels involving those blocks really difficult for me.
Woof! Now that that's out of the way: really enjoyed the vibes of the game! Simple, crispy graphics, nice tunes, the "bummer" particles, and the really nice brick fireplace thing are all things that stick out as giving some nice character to the game. Overall, the core mechanic was great when I was able to use it properly. Great job!
And I really love the retro graphics and sounds! Nice game. Five stars.
@chillertyp No worries haha! If you weren't aware you can press R to restart, I hope you give it another shot! Thank you for playing and leaving a comment!

Simple yet nice aesthetic and the music slapped pretty hard. Everything read very well and was easy to get a grasp of the mechanics. Probably the longest credits sequence I've ever seen in a jam game. 😅
I think I ended up pretty much cheesing like the latter half of the game.

Even in the final bit of the final level I think I literally found a way around all the designed obstacles.

The controls department could have used some love. The character movements felt very abrupt and fixed jump was kinda iffy too. The block grabbing was quite finnicky. You never knew which way to boxes might want to rotate when you grabbed them and they surely would have needed some more mass. They also bounced and wobbled around like they were made out of polystyrene. Considering how many times you had to pile some boxes to make a tower, it was like the hardest thing in the game as the boxes behaved like they were in a 10 richter earthquake. And that whole grab auto releasing thing felt very awkward but I guess that was done to try to avoid the exact cheese I managed to abuse anyway.
The difficulty curve was nicely smooth and at no point it got too hard. For me at least. Could have easily done with a handful of even more difficult levels. But I do enjoy hard games and by looking at the other comments, I guess this could already be considered on the hard side of things.
As I said, the music was awesome. The sound effects not that much though. I think there was some mention about them being glitchy on Chrome and I did play on it. Some of them sounded a bit harsh. But definitely would have needed a bit more variety.
I found the lava wall completely pointless and just straight up annoying for first playthrough. Probably a completely separate timed mode or something like that would have worked better or you could just give them a grade based on speed. But killing player in a puzzle game because they can't do the solution fast enough doesn't seem like a good idea to me.
Hiding the tutorial image about two same color box touching was pointless as you pretty much forced the player to see it happen first hand before showing the image itself.
Anyways, good job! 👍
@hydezeke @joerenglish The box rotation is definitely the biggest feedback point we've gotten, so you're not alone. Ideally I think we would have had the box "hang" from the mouse cursor on a joint, which should have been a lot more intuitive. Thank you for the comment and for playing!
Overall, impressive work!