The good the bad and the updated bricks.
It has been a few days now since the end of miniLD#48 and I think now is a really good time to sum things up.
The Good Bricks
- The brick smashing obliterating effect with smoke and shards flying everywhere. By far my best and most well worked Unity effect. Very fun to just destroy bricks.
- The whispers from the usurping bricks and how the pointer position was used to listen in to their conspiracies.
- The code structure was kept simple and the interfaces for the classes seems to have held quite a lot of further development. Some adjustments I’ve had to do, but mostly additions.

The Bad Bricks
- The initial game was probably impossible. Way too hard! And I’m quite commonly complaining on others to make them do easier beginnings. How did I end up… I think I got too tired on Sunday to bother tweaking the game. Bad me.
- There was only one level, and it was sort of a bare thing, so much needed to be scratched from the plan due to time constraints. From simple silhouettes to make the game look architecty, to brick shakings and easter eggs.
- The controls may have been the least wonky I’ve made for a Ludum thing so far, but there were still many issues. Some of them relating to the fact that it is a 3D game but the user interacts with it as if it was 2D. Thus using 3D-distances was really not a great idea.

The Updated Bricks
I’ve added a new Level today (image above), also fixed many other things including even more fun for you when fail on a level. This is sort of an odd design strategy, to have the most effects and effort put into the loosing experience. I think it is interesting though, so I might very well dig into that idea further in a future game.
So if you have a little time on your hand, head on over an give my updated version a try. And while you’re at it, let me know what you think.