Ruin by ThePelranthean
Find your path amidst the ruins left by builders past. Pick up blocks and build a tower. Knock down anything in your way.



Controls:
A/D- MovementSpacebar- JumpRight Click- Pickup colored blockEscape- Return to main menu- While carrying a block:
Right Click- Rotate blockLeft Click- Place block
Ratings
| Overall | 222th | 3.587⭐ | 25🧑⚖️ |
| Fun | 219th | 3.5⭐ | 25🧑⚖️ |
| Innovation | 163th | 3.652⭐ | 25🧑⚖️ |
| Theme | 197th | 3.783⭐ | 25🧑⚖️ |
| Graphics | 303th | 3.348⭐ | 25🧑⚖️ |
| Audio | 143th | 3.522⭐ | 25🧑⚖️ |
| Humor | 257th | 2.773⭐ | 24🧑⚖️ |
| Mood | 287th | 3.196⭐ | 25🧑⚖️ |
| Given | 21🗳️ | 24🗨️ |
I'm not sure why Norton has a problem with the executable - if you have more information about why it's identifying a threat, that'd be really helpful.
Otherwise, I'll have to see if I can do a rebuild that disables unneeded features from Unreal. Maybe by turning off unneeded plugins/features I can avoid triggering Norton's alarms.
Other than that, the game was good.
@falcondance Clearly that is the best part of the game. I will admit being distracted by block physics many times during development.
game is good. neat and innovative idea! some levels felt like too much work but that acceptable :D
Nice 3D models and rigging, nice block physics, nice background music (could use a bit more, but that's ok!). Good sfx. Fun!
Oh, I did notice the phantom-block-to-be-placed didn't match the cursor position. There is a scaling issue somewhere with that. I needed to move my mouse much further than the block actually went.
@ukulelefury Why would we ever want to do anything else indeed. :smile: Mapping the cursor position to the phantom-block was definitely a hack. I basically just projected the cursor into the scene and then hard-coded the y-coordinate to zero. I'm not surprised it didn't map exactly.
I was kind of split on that though. I liked how it limited the effective area you could place a block, even when you zoomed out. But I disliked how it broke your perceived control. In either case, I should probably figure out a less hacky way to map cursor movement to the block. Thanks for bringing that up!
I did not have the problem with Norton, but it's likely that you may have, when you exported the game, selected an option to embed the assets? So that the executable is no longer known by antiviruses like Norton. If not, I don't really know much more, I'm sorry x)
Well, anyway, great work!
@hotaloca Glad it was relaxing. The puzzles probably could have been more difficult, though I'm sure you found exploits I wasn't even aware of to make things easier. :smile:
@dent I found a larger variety of solutions than I expected too. It's good that you were able to acclimate to the controls. Thanks for the encouragement!
It's still a really cool idea and nice mechanic. I just wish there was more dynamic to it. Maybe add some action between building parts. I'm talking off course about a post-jam version, that's still a really great job for a compo game.
I recorded my playthrough of your game. I'm not sure if it will be very helpful cause as I've already said I was a bit too lazy to try and find a proper strategy :sweat_smile:. But maybe you would still find it helpful so here's the link: https://youtu.be/nr6n3tF5CHY
Your game starts at 32:20
@pkzinpo The jump was definitely too uncontrolled. I learned a bit about the Unreal character movement controller this time, but it looks like I could still improve on this front. Thanks for pointing that out!
@caudatecoder It was really helpful to see you working through the game. Your play-through brought home the point that the game very easily gets to a point where it's difficult to progress because the blocks got in your way. Combining that with the awkward jump mechanics and the poor block placement, it was easy to get frustrated. I appreciate you sticking to it for as long as you did and I hope you at least enjoyed throwing blocks around. Thanks for recording and sharing your play-through!