A puzzle with a cube and lazers by A.Bond

[raw]
made by A.Bond for Ludum Dare 49 (COMPO)

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🗨️

Feedback

Kazatan
04. Oct 2021 · 10:32 UTC
I'm unsure if this is what i'm supposed to see (Windows 10, Chrome, on itch.io):
![bug-cube-and-lazers.jpg](///raw/f55/72/z/448fb.jpg)

If it is - I don't know what to do :laughing:
🎤 A.Bond
04. Oct 2021 · 11:27 UTC
@kazatan

> 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?
Barrier
04. Oct 2021 · 12:32 UTC
The controls feel a bit unstable? :D Not sure if that was the point but I have to pres the direction 2 times before it moves.
squimmy
04. Oct 2021 · 13:01 UTC
Nice clean graphics (for me, at least) and simple, easy-to-understand animations (though I don't quite understand what's going on with the end-of-level animation)

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.
🎤 A.Bond
04. Oct 2021 · 14:38 UTC
@squimmy
> 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.
Aquachain
05. Oct 2021 · 09:31 UTC
Well done puzzle game. But i really miss some sound.
BOOtak
05. Oct 2021 · 10:54 UTC
Inventive and fun concept, as always. Nice visuals, too. Cube "victory dance" reminded me of early CGI cartoons, nice touch! Personally, I would experiment with the pacing. Maybe controls without delays would feel more natural. Anyway, well done!

UPD: I was not expecting "Lights out" mechanics, I really liked it! Also, gradually introducing new elements throughout the levels is always a win.
bentglasstube
06. Oct 2021 · 22:17 UTC
A nice and simple puzzle game. I think the force delay between moves made it feel a little unresponsive since there was no clear indication of when I could move again. Thanks for making it.
C1FR1
06. Oct 2021 · 22:26 UTC
I liked the levels where you had to do some forward planning, however I think it did get a bit too much for a level or two where the difficult part of the level was just memorizing the layout before turning out the lights. I would have also preferred a larger focus on puzzle mechanics that the player can interact with, like boxes that the player can move around to block lasers, rather than spinning parts of the environment that you have to wait for.

overall good job though, especially on the lasers, those looked pretty nice.
crefossus
10. Oct 2021 · 00:37 UTC
I like the level transitions and movement animation. However, the movement itself wasn't fun to execute as is because of the delay/input rejection and you do that the majority of the time.

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.
ubershmekel
11. Oct 2021 · 05:07 UTC
I had to hit the button multiple times to get the cube to move. This strange delay made it impossible for me to control the cube when it turned pitch dark in the level with the long winded path back to the green button. If all I had to do was count the button presses - I would be fine. But preventing me from moving quickly, made me frustrated because I just didn't know when a button press would result in the blob moving. Aside from that - there's a lot of nice vfx you put into the game. It's got a simplistic aesthetic, but still the laser is pretty, the motion is pretty. Would be great if it only moved a bit more responsively. Thank you for the game.
Chartle
11. Oct 2021 · 16:57 UTC
Very simplistic artstyle but it works for your game! I liked the slow ramp up of puzzles, seems they were very well designed to teach the quirks of everything. I do wish I could move a little more quickly, as I often saw the solution and then just sat pressing down the direction keys waiting for the cube to get to my destination. Very polished game otherwise!
aplite
14. Oct 2021 · 17:27 UTC
Really enjoyed this puzzle game. It was well done, and the animations you added was a graphical upgrade from only using primitives.