Box Pushing Training Sessions: 10 Seconds Intervals by exofrenon
Coach Hanzo Gamokawa says:
"Increase your score by breaking boxes, either by punching them or by pushing them off the platform. Remember, you can punch 2 boxes, but push only one box"
"Avoid the boxes that are falling every 10 seconds, but also try not to fall off the platform yourself."
Use arrows keys to move, press Space to punch. Exit with the good, old-fashioned Alt+F4.
Good Luck!
| Simmer.io link | https://simmer.io/@exofrenon/box-pushing-training-sessions-10-seconds-intervals |
| Original URL | https://ldjam.com/events/ludum-dare/51/box-pushing-training-sessions-10-seconds-intervals |
Ratings
| Given | 3🗳️ | 3🗨️ |
I didn't have time to download it before ratings were over. Tag me if you get the web build fixed, maybe try hosting it on itch.io or somewhere else with embeds too :) The cover art looks cute, I'd love to play this in browser.
Record=120
The plan was to add a small intro scene in the game that would add some story and explain the goal of the game, but I literally couldn't properly build the game up until the last 30 minutes before the deadline, so I just had to settle with the description of the submission.
Yeah, the plan is to have more stages, each with a unique mechanic (in this one, it is the stage getting smaller), power ups, enemies, but I really didn't have time for any of that.
No worries man, we also didn't get our gameplay tutorial in before the submission time . On the notes for next time!
I had a blast regardless. My suggestions were more for if you wanted to keep working on it after this. Game has a lot of potential.
Thought I maxed out my score potential, but I've since doubled(now tripled. . . now quadrupled) my top score haha. a lot more strategy then meets the eye.
Great work
Top= 120
I'd love to see this as a full game with all your other planned features! :)
( Just two littles notes:
- beacause of the red square is over everything and flat, its not always easy to know where the box will fall)
- i prefer to score for each round i survived rather than for the boxes i puted in the void )

About your notes:
- Well, the platform is technically a grid and the boxes can only fall on one of the squares, so if you are not on that square, or between that one of its neighbors, you are safe.
- That was the way I had it in the beginning actually, but I found out that it is way more satisfying to see the score increase every time you smash a box or push it to the water. It is a more fine-grained reward signal, and in
the end of the day, both basically boil down to how long you can survive without dying.
Thanks for the feedback, much appreciated.
Agreed with Papabirb that this is the perfect kind of game for sounds (but then again, a lot of games actually benefit from sounds — do not pass on it, people!).
I particularly enjoyed the puzzle aspect of the game, which is to figure out a way to always being able to escape and have enough room (since punching takes so much time). The fact that you can get a combination of two boxes pushed by punching when there are exactly two in front of you is also a feature that makes you think about the layout of the boxes (the same is true for being able to push only one alone).
About the score: I initially thought you had to only survive as long as possible (just like Roroto Sic would have wished), and only once given my 23 score (which was higher than my previous 10 achieved when I survived longer) realized it must have been the number of broken boxes all along. Echoes of *Crash Bandicoot*! ;) Still, I was also intuitively more attracted to the ‘survival’ aspect, because this is where the substance of the puzzle is, at first sight.
The Ken-like aspect of the hero and the punch-and-destroy to score, and even the colours of the scenery up to some point (both water and ground), have me heavily thinking of *Street Figther II Turbo* (probably true of other versions?) when you have to destroy objects in bonus sequences, especially the one with a car. :)
**Takeaway:** a very nice grid presentation for a game that already manages to mix both action and puzzle, with simple harmonious mechanics and randomisation (the falling boxes). I like games that manage to reach coherent gameplay by joining together some simple mechanics as a foundation, and I think this one does it. :) No suggestions, since sound is most probably on your mind, and your ‘plan’ (as quoted below) looks great to me.
> the plan is to have more stages, each with a unique mechanic (in this one, it is the stage getting smaller), power ups, enemies,
This sounds great, I hope you will achieve as you intend! :)
PS: forgot to say that at first, I did not well understand the *written* advice about punching two boxes and pushing one box — I thought this meant the number of *occurrences*, which was incoherent about my having pushed several boxes —, and since shreemp had the same problem, this means the tutorial will have to make itself clearer than this sentence; I guess showing the mechanics on screen will do the trick. :)
I am sorry for the late reply, but this is the first time I log in since then and I just saw your message. Now I feel obliged to test your game :sweat_smile: