Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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by Riccardo - Compo Entry

The goal is very simple: move the wooden box over the designated target. But... Where is the target? Or better, WHEN is the target?

The twist in BoxBoxBox is that you must travel in time in order to win. Any action you make has an effect on your future!

Game controls:
- arrow keys move the box around the room;
- A and D let you travel in time

Downloads and Links




redzero says ...
Dec 11, 2016 @ 11:43pm

Interesting game. I finished it but still don't understand how the time travel works

Riccardo says ...
Dec 12, 2016 @ 7:36am

Hi redzero, thanks for passing by! In short, every movement that the box does at a certain moment in time (say, a unit movement to the right in the "past" room) is reflected in the future (i.e., a movement to the right in both "present" and "future" rooms). However, this doesn't allow the box to compenetrate any obstacles (and the management of these restrictions is what occuped most of my 2-day dev time!).

JK5000 says ...
Dec 13, 2016 @ 9:39pm

The idea is great, but as #redzero said it is bit hard to understand.

Riccardo says ...
Dec 14, 2016 @ 12:56pm

Can it be that by using A and D buttons you "cycle" among past, present and future? In that case, I admit that it is a little bit confusing, and indeed I have to update the build so that by pressing repeatedly A (respectively, D) you can only go in the past (respectively, in the future) without cycling.

danielilett says ...
Jan 3, 2017 @ 12:25am

I liked the idea behind this entry. It's a shame it was so short, I'd have loved more levels, but I understand that getting the mechanic to work and take into account collisions with future time states must have taken a while.

I appreciate what you were going for with the time-switching effect, but it's perhaps a little too much for me - it feels a tad too demanding on the eyes. Correct me if I'm wrong, but is the game just an alignment of the three time states in the z-direction, and to do the switching effect, you just move forward and back really quick? Because I think it's the part where the camera intersects the back wall of one of the rooms that's a bit jarring. Do keep the effect - I like it - but I think it needs a tiny bit of refinement.

I thought the music was a little strange but I liked it. Including music sure made the game feel a lot less empty, which is a common occurrence in Ludum Dare entries, including my own.

If you were to continue this game further, I'd suggest fleshing out the game with some more interesting scenery. If you pick a theme, like I dunno, a factory theme, you could change the walls so they're steel drums, machinery or other types of boxes, instead of just blank walls.

You could also introduce other mechanics, such as obstacles that also move through time. A suggestion would be something such as a conveyor belt which constantly moves, so it matters how long you spend in a timeframe. Say, if you spend too long with the box on a conveyor belt in the present, it will have missed its destination in the future because it would have moved too far. I don't think you would have to modify the switching through time or the obstacle-checking you've already implemented to do something like that.

I feel the scope for a puzzle game like this is pretty wide, but I'd like to see this continued because I love the base mechanic. A good entry, but it needs expanding a bit I think. You've got the core mechanic almost nailed though, so good job.

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