A puzzle with a cube and lazers by A.Bond
The game is based on an idea I came up with before the theme was choosen, inspired by another theme candidate ("on/off"). The game itself is off course fully made during compo time period, so no rule-breaking. Feel free to set minimal rating on "theme".
Controls
Use WASD, arrow keys or joystick/gamepad (not really sure if the last one works well) to move the cube.
Press R or F5 to return back to first level.
Press ESC to exit.
The game will return back to the first level when last level is completed successfuly. That's because I'm too lazy to add any victory screen.
All the rest is intended to be intuitive. Please report if something was not. I think, I need to improve my understanding of what is intuitive and what is not.
Ratings
| Overall | 412th | 3.158⭐ | 21🧑⚖️ |
| Fun | 386th | 3.053⭐ | 21🧑⚖️ |
| Innovation | 393th | 3⭐ | 21🧑⚖️ |
| Theme | 545th | 2.111⭐ | 20🧑⚖️ |
| Graphics | 366th | 3.211⭐ | 21🧑⚖️ |
| Mood | 462th | 2.472⭐ | 20🧑⚖️ |
| Given | 21🗳️ | 13🗨️ |

If it is - I don't know what to do :laughing:
> I’m unsure if this is what i’m supposed to see
That's actually very close to what you are supposed to see, except some insane visual glitches. That might be related to the fact that I have configured project to use GLES 3. Or your GPU is dying.
Anyway, do control keys change anything you see? Or does windows version show something different?
The idea of the lights going out when you turn off the lasers is interesting, but in the levels I played, it ultimately turned out to be inconsequential.
That being said, I didn't finish all the levels due to, as barrier said, the controls feeling unresponsive. I think some sort of input buffer would go a long way to help in this regard.
> though I don’t quite understand what’s going on with the end-of-level animation
That's just a happy cube dancing and jumping while celebrating it's survival :smile:
@barrier
> I have to pres the direction 2 times before it moves
There is a delay between when the animation stops and when the game is ready to accept the next command - I tried to make the game feel a bit slow paced. May be that's why you have to press a key two times - you just hurry too much.
UPD: I was not expecting "Lights out" mechanics, I really liked it! Also, gradually introducing new elements throughout the levels is always a win.
overall good job though, especially on the lasers, those looked pretty nice.
The wow moment/surprise of turning off the lights was excellent. I wish the movement could go a bit faster, but I suppose this way does prevent some accidental deaths and causes a slowdown in pacing.
Memorizing (well I wrote it down) wasn't too bad but I wish the design didn't rely on this nearly every level (maybe just a couple).
The lasers and how they get blocked were neat - if the movement was more dynamic it could work as an action and puzzle game. It might be fun to put a set of lasers in a row with slightly offset timing ala thowmps etc.
Love the polished look of everything.