Block Switch by madbranch

[raw]
made by madbranch for LD23 (COMPO)
Get to the end of the level by placing blocks and switching between parallel worlds.

Ratings

Coolness 33% 851
Overall 3.50 141
Audio 2.35 480
Fun 3.55 82
Graphics 3.15 301
Humor 2.45 320
Innovation 3.55 145
Mood 3.00 252
Theme 2.70 584

Feedback

SidetrackGames
23. Apr 2012 · 05:55 UTC
Cool, i like how you utilized the block mechanic.
Per
25. Apr 2012 · 14:32 UTC
This is a very good game. Smart mechanics with the parallel worlds. I guess that you prepared for that theme as well :)
HeuGamer
26. Apr 2012 · 02:41 UTC
Interesting mechanics and it was very fun!
MarekkPie
26. Apr 2012 · 02:47 UTC
I like the idea...the game just didn't catch me for whatever reason.
xBlinkedx
26. Apr 2012 · 02:49 UTC
Really nice controls. I like the parallel world mechanic also... That being said, you should link to your source code.
pawlmurray
26. Apr 2012 · 04:46 UTC
Pretty good game, found a way to break it almost immediately (I got stuck!) but still awesome.
🎤 madbranch
29. Apr 2012 · 14:47 UTC
How did you get stuck? I'm curious!
NefariousZhen
29. Apr 2012 · 15:21 UTC
This is a very cool game idea. Nice job.
zzForrest
29. Apr 2012 · 18:03 UTC
The block placing wasn't necessary, the dimensional shifts would have been enough.
ericdpitts
02. May 2012 · 23:56 UTC
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. :(
icefallgames
03. May 2012 · 01:08 UTC
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 :-)
Pixelulsar
05. May 2012 · 14:57 UTC
Liked how each parallel dimension was more complete than the last.
dansludumdare
07. May 2012 · 22:37 UTC
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.
barigorokarl
12. May 2012 · 08:20 UTC
Very nice! I got stuck in the lower left corner though :-/
VooodooPenguin
12. May 2012 · 21:29 UTC
Really fun!