Cubulis by Brodenino
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/* About
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So this is my submission in the Ludum Dare 29, which I worked on during the Sony Hackathon event in Lund, Sweden. It has been stressful times, as usual, but I think I managed to get something somewhat ready.
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/* Gameplay
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The idea with the game is that you should destroy boxes/cubes. This can be done by dragging the mouse over a number of boxes (hold left mouse button), as long as they are:
- The same value (diamond, heart, clove or spade).
- The same color.
- Connected to each other, either vertically, horizontally, or diagonally (or any of them all together).
- On the same height layer.
A quick demonstration gif can be found here: https://db.tt/d67DuF4A
The more boxes you destroy in one move, the more points you will receive, and the higher is the chance that a bomb powerup (rotating blocks) will be spawned. The bomb powerup block can be destroyed like any other block.
While playing, everything will move towards the player, increasing the danger bar unless you manage to completely wipe the closest block layers. Filling the danger bar will have you lose the game.
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/* Known issues
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- Web Player: Input sometimes does not work. This is because the browser may ask you to enable unity web player before the game starts (and that somehow messes up the game input). It should hopefully work if you refresh the page.
- Gameplay: If a bomb is triggered by another bomb, the bomb will not explode.
- Resolution dependent: The gui looks okay when playing in the browser. Certain resolutions may cause elements to be drawn at wrong positions on the screen.
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/* Fixed issues
/*******************************/
I should just mention that I updated the code a few hours after the submission deadline, as it turns out my last minute fixes was not really any fixes. The two things I fixed was:
- Danger bar now is clamped and never scaled.
- Input.anykey is replaced with space, as it seems unity sometimes have issues with it. I've noticed the issue in the web player build.
I hope the community is okay with these last changes
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/* Tools
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- Chronolapse, for screen capture (Timelapse coming soon).
- Bfxr, for sound effects.
- Abundant Music, for procedurally generated music.
- Paint.net
- Unity3D
/* About
/*******************************/
So this is my submission in the Ludum Dare 29, which I worked on during the Sony Hackathon event in Lund, Sweden. It has been stressful times, as usual, but I think I managed to get something somewhat ready.
/*******************************/
/* Gameplay
/*******************************/
The idea with the game is that you should destroy boxes/cubes. This can be done by dragging the mouse over a number of boxes (hold left mouse button), as long as they are:
- The same value (diamond, heart, clove or spade).
- The same color.
- Connected to each other, either vertically, horizontally, or diagonally (or any of them all together).
- On the same height layer.
A quick demonstration gif can be found here: https://db.tt/d67DuF4A
The more boxes you destroy in one move, the more points you will receive, and the higher is the chance that a bomb powerup (rotating blocks) will be spawned. The bomb powerup block can be destroyed like any other block.
While playing, everything will move towards the player, increasing the danger bar unless you manage to completely wipe the closest block layers. Filling the danger bar will have you lose the game.
/*******************************/
/* Known issues
/*******************************/
- Web Player: Input sometimes does not work. This is because the browser may ask you to enable unity web player before the game starts (and that somehow messes up the game input). It should hopefully work if you refresh the page.
- Gameplay: If a bomb is triggered by another bomb, the bomb will not explode.
- Resolution dependent: The gui looks okay when playing in the browser. Certain resolutions may cause elements to be drawn at wrong positions on the screen.
/*******************************/
/* Fixed issues
/*******************************/
I should just mention that I updated the code a few hours after the submission deadline, as it turns out my last minute fixes was not really any fixes. The two things I fixed was:
- Danger bar now is clamped and never scaled.
- Input.anykey is replaced with space, as it seems unity sometimes have issues with it. I've noticed the issue in the web player build.
I hope the community is okay with these last changes
/*******************************/
/* Tools
/*******************************/
- Chronolapse, for screen capture (Timelapse coming soon).
- Bfxr, for sound effects.
- Abundant Music, for procedurally generated music.
- Paint.net
- Unity3D
Ratings
| Coolness | 53% | 3 |
| Overall | 3.95 | 47 |
| Audio | 3.29 | 238 |
| Fun | 4.18 | 12 |
| Graphics | 3.47 | 354 |
| Humor | 2.25 | 691 |
| Innovation | 3.97 | 76 |
| Mood | 3.17 | 395 |
| Theme | 3.24 | 575 |
I really enjoy the simple and solid mechanics. It feels well thought-out and polished!
Like, this is almost a finished, polished game. All it needs are crazy tweening effects, a nicer looking GUI and a proper soundtrack that's more atmospheric and done professionally and you could have a real hit here.
Except one thing in your game mechanic: You need some way of destroying blocks that you "forgot about". If you fuck up and leave one block, that's it, it's a ticking timebomb to your doom. Like.. maybe the floating powerup things destroy all higher levels of the same type?
So I mean like.. you have a spade on layer 1, say that's still around, then you get a spade powerup on level 4, you destroy it and bam, all spades on levels 1-3 are gone. Or maybe like, you destroy every block around a tower for a couple of layers and it topples?
Short of that, which is a bit of a gamebreaker, you have a really great, balanced game here which you could increase the difficulty of by speeding up, add leaderboards or whatever. If I were you I would seriously, seriously throw at least a couple of months into getting this on smartphones (though smartphone is a hard market).
Fantastic game, congrats.