Crumble by anstabo
Crumble is a platformer game, you have 2 minutes to stay alive.
WASD = Movement
Space bar = Jump
Mouse = Look
We have updated the game following your feedbacks.
If your game suffer some lags, please consider downloading the Exe file for PC or MAC
The web version is a preview of the real game, play the exe version if you want the full experience.






https://youtu.be/XkIH_VskKuM
| Windows | https://anstabo.itch.io/crumble |
| HTML5 (web) | https://anstabo.itch.io/crumble |
| macOS | https://anstabo.itch.io/crumble |
| Original URL | https://ldjam.com/events/ludum-dare/42/crumble |
Ratings
| Overall | 172th | 3.82⭐ | 340🧑⚖️ |
| Fun | 218th | 3.651⭐ | 340🧑⚖️ |
| Innovation | 486th | 3.285⭐ | 339🧑⚖️ |
| Theme | 529th | 3.57⭐ | 339🧑⚖️ |
| Graphics | 112th | 4.277⭐ | 340🧑⚖️ |
| Humor | 200th | 3.427⭐ | 326🧑⚖️ |
| Mood | 247th | 3.528⭐ | 326🧑⚖️ |
| Given | 182🗳️ | 198🗨️ |
It's true that the game is a bit hard at first. But after a few minutes, you control the character much better.
@chaitae
@tero-pulkkinen
@bovandenberg
- Really pretty. The art is great. Animations, everything feel great to look at.
- The web build is laggy so that's a problem, but I do try and look at the game minus the lag... But the controls don't feel tight enough to make a game like this fun. Why a ball? It feels like the exact wrong character for a game like this, though that could be both superficial or mechanical.
- The player feels like they move way too fast for the fine motor controls it feels would be needed to navigate these platforms.
- I really can't imagine this not having performance issues, with literally the whole level wobbling around on physics. Though you managed to get the system solid enough to not all topple immediately, which is good.
- The lack of an indication of where the character is in a 3D platformer is a bit of a deal breaker.
- Lack of a clear goal - There's a countdown, but where am I trying to get to? There's no direction or indication. If it's just survival surely it should count up and score you when you lose?
I could potentially enjoy this but I can't really play it properly :/
The web build as mentioned is a preview version of our game, it is really not optimized to be played on low end pc or mac through WebGL, the executable version is way more stable both in frames and physics, hope you'll check back when we update our project.
We thought that the goal of our game was pretty self explanatory but you're right that we should be more specific inside the game feedbacks, maybe we'll add a score if we have time after our daily job.
Hmm. I am thinking of all theese objects that bounce around in the scene. I assume they are using rigidbodies and are all physics heavy? Anyways, have you thought of any solution to this if that's the case?
Awesome graphics btw, simple yet really stylized and I really liked that they bounce like they did, theese objects. Just thinking of if it's pricy on the proccessing power or not.
For the physic we approached it with multiple iterations, we needed the graphism to be on par with the physic gameplay. So what we did was using vertex color with very low poly meshes so that we could batch them together, and then we mainly used primitive colliders for all objects then we set the mass value of
all rigidbodies according to their size and density. So when a small rigidbody is on top of a bigger one it doesn't wobble that much. we also simplified the unity physics to have less steps and to prevent passive colliders to be updated.
It did the job for the main game (exe version) as we had no frame dropping due to physic and no low fps due to rendering that much props, but for the webgl version it is still a bit too much for low end pc.
I knew it was a good looking game as soon as i've seen it the first time.
Due to it's physics based everything the game stutters a bit (at least on my pc)
I would consider it being more some kind of sandbox than actual game. (Maybe i didn't play far enough to really feel the game behind it, due to the bad performance).
I still had my fun and hope to see more of you :smiley:
It feels more like physics test than actual game
@Akaneiro
A little hard to control, I like the momentum, but it would be nice to have instant deacceleration, for better precision jumps. Would also work well with a double jump.
It could also be cool if you started in a central hub and could take different paths each playthrough, so which are easier to progress but longer, others which are kind of shortcut but harder.
Clean art and feels ground with pillars and planks in the level design, also nice touch with the tongue!
All assets including shader, meshes, C# were made during the Jam :), we duplicated a lot.
@ristoretto Wow, thanks to you. it's really nice to read this kind of comment!
@Bungalow That's nice! And yes we did everything during the Jam. If you look closely there are several objects that look alike. The real challenge was to optimize the game :)
(I loved the tongue btw)
(I loved the tongue btw)
And I'm amazed by the replayability of the level, maybe that's physics for ya..
Now tell me, is there another easter egg after that dirty little extra that happens when it reaches 0s? :laughing:
• It's hard to make a game during a jam, even more to polish it, even more to optimize it. Forget about the performance issues, at least for now, you guys did a great job!
• I wish I was able to look at the top, having an assist to audio using my sight would be better to survive.
• The UI looks great
• Even if you didn't the audio, it was a nice pick, fits the game
• it is fun and challenging
(I'd advise removing the web version build, since the players are most likely to experience a more lag version of your game)
In case you continue to develop your game let me know! I'd love to see your progress, my info is on my LD profile.
Do you mind to give feedback to our game as well? (It’s a platformer, I don’t know if you like the genre but it is important for me to have feedback from player who like and dislike it). The link to it is on my profile, I won't post to avoid spam.
I'll be glad to give you feedbacks on your game !
Amazing job!
Fun trying a bunch of different routs.
@xerozylir If the web version lags for you, i would suggest downloading the executable version for your PC or MAC, this will give you the full experience without any latency. I'm glad you enjoyed the game.
I had fun trying to get through it but there were some areas that lagged a bit.
Reloading is fast and controls are very easy to understand. Music blended with the
visuals and environment as well. Great job!!!
Other than that, everything crumbling is a top notch interpretation of the theme. Good job.
go down to 30 seconds :sob: Anyway, really great job on this entry, and with only 2 people, it's pretty impressive!
This is a well made game, and it's quite fun! If you want to turn this into a full commercial game, you could do it! All you need, other than polish and bug fixes, is a bunch of levels and something like bronze/silver/gold times for each level. You've got something great here - I hope you continue developing it!
Here's a screenshot of me getting squashed between two platforms:

My high score: -1:-22
And even though I couldn't even get below 1 min, I loved it, really fun game, and very addicting.
Really good job you two, you should be very proud of this entry :smiley:
Try our game too, maybe you'll like it)
- Graphic: One of the games that have the best graphic so far.
- Gameplay: I love the mechanic of this game, it keeps pushing me to move and move or die (the best thing is when I try to move faster, I die faster...). I totally agree that this game is very fun ^^.
- Music: The music is great as well!
- Performance: When I played on WebGL, the game is so laggy that I kept dying again and again. However, .exe version of the game works well.
Overall, you have done a great job as this game is amazing and very interesting to play! Congrats!
f***ing love this game its amazing in all categories, and i like to think that i judge fairly and don't exaggerate when i say that. and i would give it full marks!... if the jumping wasn't such a pain in the ass. so you get pretty good marks from me and congrats on making such an amazing game.
You can try our game too if you have time !
@dominic-graziano It's true that the game has some errors but we will correct them if we continue the game :)
@belowparallel-ian Thank you very much!
@fritz Thank you! Normally there are no more lags on the download version.
@kmce Thank you :)
@jeplmr I don't know this game but it looks funny ^^
@rustymonky Thank you very much! And yes in the future we thought to add more levels
@nam-nguyen Thank you very much! It's nice of you.
@sokuaisushi Super score! Once the 2 mins is over, this is where the challenge really begins!
@pedroaz Thank you!
@rainysolar Thank you very much! It is true that the game requires skill!
@jheysonlima It's true that the game becomes really addictive. We lost a lot of time testing it ^^
@darkmonkey-inc This is true, the objective of the game should be more show,
but we wanted the player to understand for himself what he should do with the fewest instructions
@victor-hallock Thanks :)
@awix Thanks to you. Yes, you can download the game if you want any lags ;)
@tungunity96 Thank you for your feedback! And thank you for downloading
the game to play in the best conditions. It's very nice to you to take the time to explain
in stages how you experienced the game :)
@benjamin-armour it's nice to see you enjoyed the game! thank you for your feedback!
(On a vraiment adoré faire ce jeu! Pour une premiere Ludum Dare, c'est une super expérience ;)
@alex-brull Thanks! There are no more lags on the download version, so you can try if you want^^
@maskinmask Thank you!
Anyway, it's a nice game you made.
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Please support both QWERTY and AZERTY keyboard layouts, especially in the case of WebGL game ; it's really simple with four direction motions (or less) ...
Keys relative motion :
* Q to move left
* A to move left
* D to move right
* W to move up
* Z to move up
* S to move down
* SPACE to jump
Eventually, support also arrow keys.
Other avalaible nearest keys :
* E to special action 1
* C to special action 2
* X to special action 3
Most other keys around "this block of nine keys" can be used with both of keyboard layouts.
Thanks for the whole player community.
you can either Shift alt to switch from azerty to qwerty or you can download the build and reconfigure it yourself.
Thanks for enjoying our game.
The game was pretty much unplayable in web, but I had no problems with the windows build.
About the key-question that has been discussed: since this is done in unity, if you used Input.getAxis you should have arrow keys + wasd support by default and would also support controller-sticks.
Thank you for making this game!
PS. My best result - 34 seconds for the end (version for windows).
As many others have said, the visuals are great. I particularly like the explosion effects.
I feel like the controls are kind of awkward and un-responsive. If I want to change directions it's very slow to respond to my input.
Good choice of music, I just wish it didn't restart when you restart the level. You can use the [DontDestroyOnLoad()](https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html) function for this.
Well done. This game has a lot of polish and it's very impressive for 3 days.
I think my biggest problem with the gameplay was that you're encouraged to sit around in the same area for as long as possible to minimize your chance of falling off the map. I often found myself just waiting on one platform nearly stagnant up until it was on the verge of toppling then just jumping to the next one and repeating the same strategy. Every time I tried something different it never yielded the same results as just sitting around.
If you end up fleshing out the gameplay a little more I would definitely see myself buying this in the future if it's ever published.
It looks super pretty though. The controls are a bit weird... they change drastically when im in air.. the acceleration felt weird.
Still a fun game though. Keep it up. :)
@rend Thanks, we did a little tilt but we now realize that we should have putted more offset.
@unitedfailures The starting platform was made after our first release, but people were struggling to just stay on it to learn the control. So we made a very solid platform for you to get to know the game first. We have a lots of comments suggesting different solutions for that exact problem you mentioned for the gameplay and we will apply them if we ever do a game based on this jam.
We are so much proud of what we did, thanks to all the kind comment and constructive ones as well, it's really a learning experience to have so much feedback all at once !
This game is a visual gem. It's true that its hard, but that is not bad for a short game. Congrats!
One thing you could have done with that ridiculous tongue is make it so we can use it as a grappling hook for short periods of time and swing ourselves around the map, that would have been A+
A couple suggestions i have aside from fixing bugs:
* I think that the best strategy is to take it slow, and stay on each platform as long as possible, while the best moments i had with this game were when i was rushing from a falling platform on another one, i think that the gameplay should encourage these kinds of situations
* Sometimes the jump doesn't feel right, like when you are touching both the floor and the wall and jump button sends you flying sideways or up in the sky, that feels really unfair.
Great job!
P.S. I tried to find out what you meant by using tongue and while looking for some kind of button related to it, i smashed E a couple times, that was fun :upside_down:
Thanks for the detailed feebacks, i 100% agree with all you said and that's what we will be aiming for in the future ;)
The game itself is fun to play, but as artish357 mentioned above, the best tactic is really just to take it very slow, and is rather boring. Love the cannon! But it does not really force me forward very well. Maybe implement a waypoint/pickup system? Or have stuff you stand on start to get more and more unstable so standing still becomes a real issue.
Hope to see more! Cheers.
It may sound wierd, but i used a combination of the controller, mouse and the keyboard and this was the most effective for me... but it was fun multi-tasking XD.
I loved the idea and how the animations and musics sounds.
I've just played the web version and wanna play some more, then I think you fullfill the intention of a web demo.
Congrats!
Keep the good work
Excellent graphics and choice of colors.
the 3D graphics are nice even at low polygon. The relax background music contrast well with the cannon shot, help a lot with the mood. The game was challenging and fun too.
Great Job !!
The boat shooting at me, should be visible right from the start. So when Im going forward at the start, I should see the ship in the distance shooting right at me. That way you establish that there is a ship shooting, and that it's aiming at you.
The level looks good, but it doenst have any sense in its design. There is no starting easy, learning how the character moves at the start, followed by harder and harder getting parts, which test what you learned earlier. (Thats really hard for a gamejam, still Im criticising the game in general, not in the context of you making it in 72h).
I didnt understand how the physics or movement of my character worked. I got a tipp once "use your tongue". But that was all the help I got. Even in your description, someone like me who wants to understand, wont find anything about the mechanic. How does it actually work? o.O
So there are some things you can improve upon, not that you didnt do a good job already :)
Cheers
It was a bit difficult to control, and it felt like you could go faster than usual when you're jumping. Could be not applying a speed limit? I found it a bit easier to bait the cannonballs out in the first area for a while, then proceed to the next area.
Overall though, I enjoyed the game!
3 things I'd fix/add:
- let the player start with an easier path to get use to the controls.
- let the left-mouse-click be the jumping button.
- change the ball avatar into a running Indiana Jones type of character
Apart from that... even thought the concept is simple, it was fun and exciting to play.
Overall good job!