You will die anyway by OnlinE_Play

[raw]
made by OnlinE_Play for Ludum Dare 50 (JAM)

So basically it's my first playable game ever made with unity - hope you enjoy. The game is about logic puzzles with boxes - some levels are really hard. Good luck then!

Ratings

Overall 1235th 3.025⭐ 22🧑‍⚖️
Fun 1067th 3⭐ 22🧑‍⚖️
Innovation 1152th 2.75⭐ 22🧑‍⚖️
Theme 1326th 2.725⭐ 22🧑‍⚖️
Graphics 1124th 2.95⭐ 22🧑‍⚖️
Audio 902th 2.526⭐ 21🧑‍⚖️
Humor 920th 2.556⭐ 20🧑‍⚖️
Mood 1190th 2.925⭐ 22🧑‍⚖️
Given 14🗳️ 26🗨️

Feedback

baily
04. Apr 2022 · 19:22 UTC
the titles depressing but overall a decent game.....pls rate my game
Quinn_Patrick
04. Apr 2022 · 19:32 UTC
Wouldn't this game make more sense if it was locked down on a grid? It kind of felt like most of the puzzles just came down to trying to tease the physics into having the desired effect, as well as trial and error, since there's no way of knowing what the switches will do before you press them, and there's only a brief window during which the switches are pressed when the boxes move across them on the conveyer belt. Also, what's with all the fake passageways in the cave walls? Is there any way of interacting with those?
Lakea
04. Apr 2022 · 19:39 UTC
A very good effort for your first playable game, I found the lava a little sesnsitive, like I didnt think i was on it but the collider for player must have just clipped it, making getting round a little tricky, but I enjoyed playing it.
🎤 OnlinE_Play
04. Apr 2022 · 19:40 UTC
@quinn-patrick probably it would but i'm loved in top-down style and i tried to do something in this style. About the "fake" passageways - they were supposed to be only decorations
dirkinz
05. Apr 2022 · 23:17 UTC
I'd agree with @lakea about the lava being a bit touchy. The crates being physics objects means you were able to make timing puzzles that were fun.
coyotethursday
06. Apr 2022 · 03:29 UTC
I really appreciated that you took the time to make a tutorial for this game, that's an extra bit of polish that goes a long way. I had a lot of trouble with the lava though--like other people have said, it was extremely sensitive, and the screen shake when you died was a little too intense for me.
jelch
08. Apr 2022 · 23:21 UTC
The game was a little frustrating between the lava collision size and the puzzles trapping you if you didn't know what each step was going to do. The inclusion of a tutorial was awesome, and despite the difficulty the game is still very playable. Great entry!
Beelzeboss
10. Apr 2022 · 16:40 UTC
As others have said the lava collision is a little off, but other than that great job adding a tutorial for a jam game as well as good amout of content. The respawn effect is cool. Congratulations for finishing your first game!
Jasper Hansen
10. Apr 2022 · 16:59 UTC
The physics were really finicky and I think you'd benefit from avoiding that sort of complicated system while you're still getting used to game design, for something like this game i think it would help to just be able to move the block in four directions, and then you might have an easier time designing puzzles out of that simple & predictable result of whichever side you push towards it will move there. you did a good job putting together all the different systems that make the game function, i think you should keep at it and maybe try something a little more straightforward for your next game
manio
11. Apr 2022 · 13:12 UTC
I liked the tutorial in the beginning!
No music at all is a dealbreaker for me though. You could have used some free to use music as well. Finding one that matches the game's mood is the work you gotta put in.
The gameplay is either way too easy are way too finicky which makes it not fun to play.
Including the sandbox in there is a great option I've seen in a bunch of Gamejam Games so far. That's probably where you tested the game right? :)
Honey Pony
11. Apr 2022 · 21:28 UTC
I think the physics based puzzles are a really interesting component of this game. On the one hand, they are often frustrating--I can't figure out how to get a box back across the conveyer on the second level, and it usually gets stuck so I have to reset it.

But--one of my favorite puzzles is the very first one, where you have to realize that you can push the box by sneaking below and around it. This depends specifically on the fact that your hitbox is skinnier than it is tall, and so would not be possible in an entirely grid-based game.

I also kind of like how it's possible to push boxes out of corners. It is somewhat janky, maybe, but I had a generally good time squeezing them to where I could use them.

So I think the physics mechanics can really shine with the right level design. In particular, I think the lava needs some major reworking, as it is very easy to hit, and the screen shake effect on it kind of makes me nauseous.

Also, a boring note, but I think you might want to change the filter modes on your sprites so that they are crisp pixel art rather than blurred.

In any case, I'm glad there was that first puzzle, as it really was a cool moment of discovery, and I think was a very good use of the physics engine.
zimny11
11. Apr 2022 · 22:27 UTC
I actually like physics based block (something refreshing compare to regular gird-based mechanic). Quite nice art style too! Lava is a bit unforgiving, the hitbox feels a bit bigger than a sprite. Beside that cool puzzle game!