Binary Blocks by Antti Haavikko

Binary Blocks is mainly a game about building binary trees to do one's bidding. But there is a second "game" hidden in plain sight but it is only for ~~block haters~~ evil people.
🎮🕹️ Play online or download 🕹️🎮

🛠️ Tools used
- Unity (with Post Processing)
- Adobe Illustrator & Photoshop
- Bfxr
- GarageBand
- SunVox
🎞️ Gameplay video
🎥 Dev timelapse
🖥️ Screenshots

Ratings
| Overall | 40th | 4.011⭐ | 49🧑⚖️ |
| Fun | 93th | 3.798⭐ | 49🧑⚖️ |
| Innovation | 35th | 4.138⭐ | 49🧑⚖️ |
| Theme | 520th | 3.185⭐ | 48🧑⚖️ |
| Graphics | 43th | 4.16⭐ | 49🧑⚖️ |
| Audio | 26th | 3.978⭐ | 47🧑⚖️ |
| Humor | 188th | 3.146⭐ | 43🧑⚖️ |
| Mood | 59th | 3.722⭐ | 47🧑⚖️ |
| Given | 17🗳️ | 25🗨️ |
@iluvatar I could quite easily do an Android build (since it is possible to side load apps without the need to add them to the store) but not quite sure if it's worth the install at its current state (only ten levels).
@ragnta Oh yes, sneaking a bit of education in games is always fun...
@krystof-klestil Good to know that the tutorial works! I tried to make it as minimal as possible to get the player going without getting too hand-holdy.
## I liked
- Showing off a mechanic in the start menu.
- The relaxing music.
- The calm background which is mildly interesting but not distracting; the focus lays on the game itself.
- How rewarding the game feels. It can feel really good and satisfying when you grab a star or finish a level.
- The short and effective tutorial.
- How simple, challenging and fun the gameplay is!
## (Debatable) improvements and bug
Maybe some subtle horizontal lines indicating the height (in blocks) of each star would be nice.
In one level I pushed the 'reset' button while it was executing and got a floating block.

But it was a bit of a monkey test case and I will probably not happen to most players.
But besides these 2 things, which didn't really bother me at all, I really can't name anything I didn't like.
Your game is really nicely polished and worked out really well. **It is amazing that you were able to do this in 48 hours!**
# Loved it!
But yeah, seems like it's not hugely game breaking (can always back to start menu and load the level again to do a full refresh on the level) so as per the rules, I won't do anything about it.
Lovely music too!
I must say, I stopped when the link length levels came, the mechanic seemed a little broken. Sometimes I changed the length before the number entered the field but it did not work properly. That was really frustrating so I quit. Also this mechanic is more based on luck and not skill, there is no indicator for how long the link will be depending on the slider. I really disliked this.
I see here in the screen shots that in following levels you already have some numbers set, that is a great idea.
The graphics and animations are nice, the sound fits them well. Overall a cool game, great job!
But for all the levels I got through, this was a lot of fun. I could see myself playing something like this on a mobile device to knock out a couple levels in some down time.
The graphics and audio are really great, their little faces, the explosions, delightful. The intro is excellent, exactly the amount of hand-holding needed, with good pointers and examples and such. The level of polish on this game is really impressive. And the mechanic is great - I know my trees well, and this got my brain thinking in a different way (okay, *everything* after this has to be greater...) that was really neat.
My first run I did with something like 20 mistakes in 22:59, the second run was 6 mistakes in 10:49, yay! And all but one mistake was in the slider bits (in the level with the two blocks up high, after the stars, I forgot to avoid them the first time, oops!)
Which brings me to the slider bits: I do like them, and I agree with @atmospherium that it is close to being a good mechanic. I think a couple things could improve the experience there. A few ideas:
- It's annoying to have to re-solve the first part of the puzzle just cause you misjudged the sliders - it would be nice if those two bits were separate for at least the slider levels - a retry loads the blocks that you started with.
- The continuous slider makes it harder to guess - I think with the existing game you might be able to just swap in a discrete slider with five evenly-distributed positions and have things still solvable. That would take some of the guessing out - there are only so many values to try, and makes it easier to visualize.
- As others have said, it's unclear when the slider is gonna apply to which block - some indication there would be helpful
- Some sort of grid/ghost block mechanic would be useful for the whole game (I had a hard time visualizing where they would go sometimes), but the sliders add an extra complication because the grid isn't fixed any more. Maybe show a ghost block pair for the next block to come that changes as you slide?
- Perhaps for sliders, have it be more turn-based - set the slider, release the block, set the slider...maybe combine or not with the ghost blocks? I'm not sure on this one, because part of the challenge is the timing bits.
Like I said, I do like it - it adds (almost literally) another dimension to the game, and is a good addition to shake things up a bit once you get comfortable with the regular mechanics. I think just not having to re-solve the first bit each time would go a long way towards making it more fun, and a discrete slider would make it less guess-y.
I'd also second it being a great mobile game, albeit as you mentioned pretty short. Might be a great candidate for [Google Play Instant](https://developer.android.com/topic/instant-apps/) - I'm not sure if Unity supports that, but seems great for quick games like this. No install needed, while still giving a native experience.
One bug I noticed that's *not* recoverable: if you grab a block right after hitting the reset button (before the blocks fully load), it'll only load a few blocks, and those you can then just grab and position anywhere...and then after hiting play, it loads the rest of the blocks but then you can't interact with anything any more, or reset.
I made a video of the bug, which was too large to upload as a gif here, so I put it [on Giphy](https://gph.is/2HvjMlu).
Like the other mentioned, kind of a monkeying-around bug that most people probably won't hit, but...I'm good at breaking things! Oh, and one other minor thing: hitting Esc to get back to the menu dumps you right into the first level, but if you beat the game (or restart it) it re-runs the tutorial - probably not a huge issue as it's not like it's a huge replay-value type game.
Oh, and I did find the secret Dead Blocks game! Loved the alternate ending copy. Thanks for a delightful little game, definitely one that stands out for me.
The tutorial is the first level so it is supposed to start from that one after beating it. It doesn't really save the progress but it just keeps it in the memory as long as you keep the app open. So it is working as intended, even if the intended way might not be the smartest way. ☺️
That is exactly what I was going for with the slider mechanic, to break the pacing a bit and not let it get too monotonous. And I ended up not liking it that much so only made three levels with it, and didn't even add in any new levels after that at all. I intentionally kept the block amounts small in those level so reordering them again after a failure wouldn't be that big of a deal. And I did actually have kind of a prototype grid system to help with the block positions but hid it because obviously it didn't work at all with the changing link lengths.
Nicely done finding the alt ending. You're the first one to comment about it here so I'm guessing it's not that easy to find. Will probably cost me some points in the theme and humor categories but what fun would such secrets be if I'd have to spell them out.
The visuals are good as usual. Faces on inanimate objects is a mainstay for instant cuteness and in this case grimness too. Reminds me of one of my favorite puzzles, the oddly titled, [Jelly No Puzzle](http://qrostar.skr.jp/en/jelly/); the cuteness part that is, not the gratuitous deaths.
I do take issue in the memorization aspect of the exercise. It might just be me, but I like my deductive logic challenges separate from memory challenges. Here, there is no way to plop down tiles into the tree itself, meaning I have to keep the actual binary tree in my head in order to solve the level. The deeper the tree, the worse the issue becomes. Luckily you never went beyond depth 4.
Restarting randomizes the tiles, which results in having to deduce the same level again when making a small human error. This isn’t too interesting and it is just the sort of thing the user interface should minimize, not maximize. This was intentional so... To each their own?
Another UI issue is having no visual indication where the tiles are going to end up in. A grid, or something subtler, would help. Of course this would ruin the tile connection distance mechanic. Not a big loss; let me explain.
There is no way to deduce accurately how long the connections need to be. As such using the slider comes down to guesswork. Sure, you can make a guess, test it quickly and only start deducing once the slider value is correct in order to solve the level. Unfortunately the “fake” ending flaunts not only the time taken, but also the tries taken.
Due to this guesswork there is no way to finish all the levels without retries on the first go. The only way to achieve 0-retries consistently is to screen grab the correct slider values for each level on the first playthrough and then replay from the beginning. Sounds fishy to me.
Heavily hinting at the alternative ending is certainly smart, gets people looking for it. Something I should have done in the past. I’d hardly call it the “true” ending, though.
Good work nonetheless. Always glad to see another puzzle, warts and all!