Collecting Cube by unpronounceable
Short platforming game inspired by various late 90s games that featured collecting items. You control a cube that moves around an environment and have to collect McGuffins scattered around.
Controls
Keyboard
Movement - WASD
Camera - Mouse
Jump - Space
Dash - Left Shift
Controller
Movement - Left Stick
Camera - Right Stick
Jump - Bottom action button (A on XBox controllers)
Dash - Right Trigger
This is my first time making anything substantial with Godot so went with something extremely simple. Everything was made from scratch starting from a completely blank project. Spending no time with Blender and attempting to learn it in these 48 hours was a bad idea (as you can see from the quality of the models). I'm able to beat it in around 3 and a half minutes with no deaths.
Ratings
| Overall | 170th | 3.026⭐ | 21🧑⚖️ |
| Fun | 106th | 3.306⭐ | 20🧑⚖️ |
| Innovation | 210th | 2.25⭐ | 20🧑⚖️ |
| Theme | 159th | 3.278⭐ | 20🧑⚖️ |
| Graphics | 186th | 2.694⭐ | 20🧑⚖️ |
| Audio | 126th | 2.944⭐ | 20🧑⚖️ |
| Humor | 151th | 2.278⭐ | 20🧑⚖️ |
| Mood | 184th | 2.639⭐ | 20🧑⚖️ |
| Given | 18🗳️ | 9🗨️ |
@mdotedot Sorry you didn't like the game. The mouse controls feel fine on my computer, but given differences in setups and hardware that doesn't ensure it's good on everyones. Ideally there'd be sensitivity options for that, but time limitations got in the way.
@madr That was the goal, thanks for the compliment.
@eeperdeheap I figured if the player was just going to be a cube that it should at least do some squashing and stretching. Was surprisingly easy to set up a vertex shader to get that effect.
@drikdrok The wall jumping does need an indicator to let you know when it's possible. Had briefly thought of adding some sort of particle effect, like dust being kicked up from sliding down the wall, when it was possible but ran out of time.
@crazypinguin Hadn't found that before. It does add a lot to your jump height.

Anyway, this was great! 3D platformers are hard to get right but I found the controls here pretty good. The wall jumping took some getting used to, and I appreciate the first wall jumping segment having no consequences for my (many) attempts to get it right, but once I did it felt great. The dash & mid air jumps were all cool too, my only nitpick is that the regular walking speed felt a bit slow compared to the dash.
The level was also well-designed, I never found myself getting lost despite the very samey platforms which I definitely appreciated. I did struggle with two sections near the end though: the one where you need to get to the top of a huge platform from underneath it and the final one. For the first it was just very unintuitive for me what I needed to do, I kept trying to climb it from the other (platformless) side which didn't work (should've screenshoted it but alas, I hope you get what I'm talking about). The final section just required a bit too much precision for my taste, since by the time I rotated the camera to look at the correct place it was too late and any jump/dash just resulted in death. I had to memorize camera movements by the end which uh, didn't feel great.
Despite that, the rest of it was really fun! Again, very good controls & level design. I also liked the little cube stretching effects and music + SFX. Overall, really good entry! And it's always nice seeing more Godot converts :)

@vikfx For wall jumping being such and integral part of the game it is too hard. There are tricks to make it easier, like on the first and second ones there is time to rotate the camera to the side and you can just jump left and right. The final one you access from under I found easiest to ignore the camera all together and just jump forward and backward since the camera doesn't react to the terrain at all, the main difficulty there is knowing when your avatar has stopped moving so you know you can jump again.
@bobap Would have also liked a bit more squish on the cube, unfortunately it was thrown together quickly and is all based on velocity and not acceleration. The same thrown together nature effects the camera as well.
