April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
Get to the end of the level by placing blocks and switching between parallel worlds.
Downloads and Links
Ratings
#82 | Fun | 3.55 |
#141 | Overall | 3.50 |
#145 | Innovation | 3.55 |
#252 | Mood | 3.00 |
#301 | Graphics | 3.15 |
#320 | Humor | 2.45 |
#480 | Audio | 2.35 |
#584 | Theme | 2.70 |
#851 | Coolness | 33% |
Comments
This is a very good game. Smart mechanics with the parallel worlds. I guess that you prepared for that theme as well :)
I like the idea...the game just didn't catch me for whatever reason.
Really nice controls. I like the parallel world mechanic also... That being said, you should link to your source code.
Pretty good game, found a way to break it almost immediately (I got stuck!) but still awesome.
The block placing wasn't necessary, the dimensional shifts would have been enough.
Awesome game! The mechanics are really fun, and I think the combination of block placement and dimension shifts works really well and makes for some fun and smart puzzles. Great job! I'd like to see you continue to work on this, polish it up, add some music, and make it longer! It made me sad when all I got for finishing the game was a deep hole to walk around in. :(
I really like what you're trying to do here, but I think it starts off pretty hard. I would prefer a more gradual introduction. Progress (for me anyway) seemed slow, like a wasn't getting anywhere (I did manage to unlock all 4 worlds), but it seems if there were a gradual ramp up players could feel like they were making significant progress.
I'm only criticizing it because I think it has potential. Overall very well done :-)
Liked how each parallel dimension was more complete than the last.
I think I know how pawlmurray got stuck -- I was here for a bit just now -- the place where you get two blocks and are supposed to use them to get yellow dimension -- I didn't "see" the roof in the first room with yellow blocks as something you could jump through for a while. It's the first time you have to go upward through something, and it's the first time something you can go upward through is an entire ceiling, not just a platform. I don't know what to do about that, but I think it's legitimately not straightforward.
I find placing blocks at the right height a bit annoying... maybe aim with the mouse within a limited range. It doesn't have to make sense (the blocks already just disappear and reappear), and I don't think the point of your game is to learn the height vs time relation for a jump. Especially since you spend most of your jump at the highest point, which puts a block just above where you can jump to.
Also don't need separate keys for pick up/put down.
When I got to very close to the leaf, I jumped up and had to do that loop again. Seems more like a perception trick than a peice of gameplay -- I just don't think of jumping through ceilings much in every day life.
I got to the bottom left corner (I think) and got stuck. Did I win?
Also I had to test the gameplay myself when I jumped on a dog. Having to test the rules brings you out of the game.
About zzForrest's comment... I don't agree with him, but it does feel very "Here are two mechanics, it is a game." Maybe make it so the blocks you place also only exist in some dimensions? Some way to make the two things compliment each other, or seem like 1 mechanic instead of 2.
Very nice! I got stuck in the lower left corner though :-/
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Cool, i like how you utilized the block mechanic.