Crates by karreg

Deliver crates to destination with the conveyor belts ! You just need space bar to reverse the conveyor belt's rotation !
Made with Unity and Aseprite
Credits : Game Design + Code + Pixel Art : Pierre Terakopiantz (alias Karreg) Music : Thomas Fernandez
| Link | https://karreg.itch.io/ludum-dare-53-crates |
| Original URL | https://ldjam.com/events/ludum-dare/53/crates |
Ratings
| Overall | 101th | 4.129⭐ | 33🧑⚖️ |
| Fun | 102th | 4.048⭐ | 33🧑⚖️ |
| Innovation | 96th | 4.032⭐ | 33🧑⚖️ |
| Theme | 334th | 4.145⭐ | 33🧑⚖️ |
| Graphics | 270th | 4.161⭐ | 33🧑⚖️ |
| Audio | 88th | 4.121⭐ | 31🧑⚖️ |
| Humor | 768th | 2.78⭐ | 27🧑⚖️ |
| Mood | 347th | 3.804⭐ | 30🧑⚖️ |
| Given | 36🗳️ | 51🗨️ |
Really sorry, I forgot to pass the page from "draft" to "public" :(
*Fantastic* one-button mechanics; great pixel art, and really good level design. This is the perfect sort of Jam game where you do something really innovative and cool and then spend days two and three cranking out levels to make players happy
Only negative comment I have is that I couldn't figure out how to get started on Level 7.
And one other nitpick is that rotating pixel art isn't always great, but at least it looks like you've gotten the shader working in grid mode properly. Good work! Solid entry! Wish you all the best!
Woow such good feedback !
I'm glad because I was afraid of the bad level design, caused by a lack of time ^^'
Thank you very much for coming back to test my game !
Holy moly, this game is awesome! Not just the entry is polished as hell, but the core mechanics are so good.
This game is one of those games which should be released commercially for sure. I would definitely buy it instantly. All levels felt really well designed, polished, and rewarding. Where can I follow the project? Because I NEED MORE LEVELS! :D
One minor issue I faced, is that after I used the flag button, I clicked on the tube just to check that whether it does what I think it does... But I had to restart the whole game because after the box respawned the flag button didn't. :D
But anyway, really, this game is awesome!
I do have a few thoughts that are more general suggestions. I much preferred the levels that could be seen in one screen, as the levels that needed to go down made me guess on where I needed to go. Those levels could have the mouse or a button press to scroll up and down the level, or start with a preview at the start that shows it all quickly to give an idea how it looks.
The levels that needed multiple boxes did not add much more to the complexity as I would have expected. You could try levels with multiple entry pipes that require different box handling?
The last level I may have skipped the checkpoint, as my box did not break one time falling on the right. The box breaking at all seemed circumstantial, would be better to have hazard floors in specific places than relying on physics to handle it.
One last thing, the checkpoint mechanic was only used once, but it should be mapped to a key and not just a mouse button. Keep the controls as simple as possible! The idea of checkpoints is nice for those longer levels.
Excellent work all around!
I love the art style for this game, it's super cool. The puzzles also nice, albeit a tad bit easy. Music is also a banger. Good job!
(One thing to note is that I softlocked on level 8. Is there any reset button so I can restart the level?)
very good entry
Note: in fullscreen on my ultra-wide monitor, the physics scaled wider than the graphics. Luckily the game plays great in embedded mode.