Cubical by earthcollapse

We made it again for LDJAM and this time we bring CUBICAL, a game about transporting worms on a train. We started on friday night with the game idea, and then we worked on saturday, sunday and part of monday. We also went through hard earthquakes here in Chile and finished :D



Instructions: Right click and drag to rotate the view. Left click on a color on the station sign to select the next station the train will go to (you can click again to make the train wait at the station). Drag the worms onto the train and they'll automatically get off at their station. Try to keep the stations from overcrowding!
Team:
Daniel Amthauer: Programming and Game Design
Fernanda Vergara: VoxelArt, UI, music and Game Design.
www.twitter.com/earth_collapse
Changelog
2017/04/27 - Added clear instructions for the controls in the starting screen - Added some labels to UI elements - Made station selection reset after leaving the station as this was confusing people
| Original URL | https://ldjam.com/events/ludum-dare/38/cubical |
Ratings
| Overall | 172th | 3.743⭐ | 37🧑⚖️ |
| Fun | 255th | 3.4⭐ | 37🧑⚖️ |
| Innovation | 135th | 3.686⭐ | 37🧑⚖️ |
| Theme | 89th | 4⭐ | 37🧑⚖️ |
| Graphics | 108th | 4.314⭐ | 37🧑⚖️ |
| Audio | 255th | 3.273⭐ | 35🧑⚖️ |
| Humor | 410th | 2.5⭐ | 24🧑⚖️ |
| Mood | 301th | 3.385⭐ | 28🧑⚖️ |
| Given | 28🗳️ | 27🗨️ |
Nice job!
Congrats, very good work!
The music keeps in my head even if I closed the browser :)
I had a few suggestions in the video. I think that I'd like to see the "Drag People to the Train" mechanic retired. It would be much better to double-click the worms... The core product is solid, but I didn't feel any sense of urgency. Might I suggest checking out MiniMetro for how they do this, it's similar to what your game does.
The only complaint I really have is that it seems it should be sufficient to click on worms to get them to board (or even have them board automatically, if they'll all fit); drag-and-drop seems a bit unnecessary.
@philomory: Adding a real difficulty curve and improving the interaction with the worms is definitely among our priorities.
If there was 1 improvement I would suggest, I would have the train standout more (more color contrast against the railroads).
All in all, I really enjoyed it. Any plans to expand on it in the future?
Overall great job, love idea behind the mechanics, and I'm looking forward to playing the post-comp version.
Very intuitive and polished game, easy to undestand the mechanics. Good puzzles! The graphics makes me wanna play! I just have a bug report: The first time that I've opened, the train didn't appear! So, I updated the page (f5) and everything works! Maybe you should work a little bit more in the camera movement!
Good job!
That said, I couldn't tell if there's a clear objective other than transporting worms until infinity. I had to go back and look at instructions to see how to make the train go to the next station. The colour selection on the flag works, but a mouseover or something would probably make it a lot clearer in-game without having to read an instruction beforehand.
The music is cute just, the lead melody could use some equalizing to remove some lower frequencies maybe (Alternatively, I also always appreciate a volume option :wink:) and it gets repetitive pretty quick. Sound effects would've been nice.
Overall, very pretty and cute, wish there was more objective.
I really enjoyed the concept. I Think the UI for the trains destination could be a little better, i found myself misscliking the flag sometimes. I think the music was a little bit repetitive, but that was not a problem.
Great entry !
The biggest thing that's missing here is the difficulty curve - once I got the hang of this, things just kind of equillibrated and there wasn't much more to the game apart from enjoying the mechanics. I'm not sure if it's as simple as ramping up the spawn rate, but that would do part of it.
Either way, this is a great concept well executed. Glad I checked it out!