Cubomancer by Spexxilove
Summon larger and larger cubes to squish the evil red balls, which will allow you later on to summon an even larger cube.
Used: Unreal engine 5.3 Blender 4.0


| Link | https://github.com/Spexxilove/LDJAM55/tree/master |
| Link | https://spexxilove.itch.io/cubemancer |
| Original URL | https://ldjam.com/events/ludum-dare/55/cubomancer |
Ratings
| Overall | 308th | 2.909⭐ | 24🧑⚖️ |
| Fun | 202th | 3.295⭐ | 24🧑⚖️ |
| Innovation | 210th | 3.182⭐ | 24🧑⚖️ |
| Theme | 218th | 3.432⭐ | 24🧑⚖️ |
| Graphics | 324th | 2.587⭐ | 25🧑⚖️ |
| Audio | 275th | 1.9⭐ | 22🧑⚖️ |
| Humor | 162th | 2.944⭐ | 20🧑⚖️ |
| Mood | 322th | 2.5⭐ | 23🧑⚖️ |
| Given | 34🗳️ | 25🗨️ |
It should be available now
- I hated the level up screen, interrupts the gameplay, makes me waste my summoning time, large block and I have to wait for regeneration. Maybe make it not appear if currently clicking, and insta regenerate block on level up. Also I think I was not able to move when I held down move key and selected an option.
- Cool block mechanic, it was a bit weird the way it got pushed around
Had a bunch of fun playing it, and loved how crunchy dropping blocks felt.
Really wish there was a "popping" sound effect every time I destroyed a cranberry - would have made it so much more satisfying.
Solid balance of the upgrades, felt like I wanted to pick different ones a lot. Although the upgrades made me lose input for movement, which got me hurt a few times.
Fun jam! Aside from that the size of the game is absurd, I'm guessing textures? Should look into optimizing that the next time, huge environment textures is not worth it. Cheers!
size is mostly due to unreal packing a lot of the assets that are in the project by default. I got it down to half by just deleting a bunch of stuff that was unused.
Good job, thanks for making the game!
If you keep expanding on this, consider addeing effects like a small radius of damage when the cube lands.
And adding some background music will make this 10x more exciting :)
Only real issue I had was after clicking a level up option, the keypress I was holding down didn't keep my character moving in that direction. So if you keep working on this game, definitely fix that sooner than later since it's really key for the player to feel like they're keeping up momentum (and that their input is responsive) in a game like this.