Pimp my voxel by TheoG
In this game, you begin to play as a simple cube. Your goal is to reach the end of each level.
To do so, you have to find and pick up some cubes, which will help you building your own custom player.
There is three different kind of items for now, that change one characteristic each: speed, jump force and size.
Modify the default player

Try to reach the end!

Controls
- WASD - Arrows: Move
- Space: Jump
- Escape: Pause
- Mouse: Rotate player / camera
- Mouse wheel: Zoom in / out
- R: Restart
- I: Inventory
- Left click on the items (upper left): Select
- Left click on the player: Add
- Right click: Delete
- Mouse wheel: Zoom in / out
| Youtube | https://theogros.itch.io/pimp-my-voxel |
| Original URL | https://ldjam.com/events/ludum-dare/45/pimp-my-voxel |
Ratings
| Overall | 167th | 3.893⭐ | 30🧑⚖️ |
| Fun | 283th | 3.625⭐ | 30🧑⚖️ |
| Innovation | 60th | 4.089⭐ | 30🧑⚖️ |
| Theme | 305th | 3.679⭐ | 30🧑⚖️ |
| Graphics | 566th | 3.5⭐ | 30🧑⚖️ |
| Audio | 555th | 2.923⭐ | 28🧑⚖️ |
| Humor | 582th | 2.652⭐ | 25🧑⚖️ |
| Mood | 712th | 3.154⭐ | 28🧑⚖️ |
| Given | 24🗳️ | 29🗨️ |
@mactinite: Glad you enjoyed the game! I’ll continue to improve it and build more levels 😊
@sneakyfox: Now the jam is over, I have plenty of time to really think of the level design
@sgalasso: Thank you very much😊
@aevek: Thanks! Yeah, I really have to rework that part, a gravity-centered rotation in the world space.
@adam-konig: Thanks for your nice message and feedback 😊
@adam-gaskins: Glad to read that! I’ll try to do my best to turn this prototype into a real full game!
@bongard22: Thank you! Yeah, I spent a lot of time in the inventory, but I could have spent the whole
72h in there coding all the things I want :p
@onat-sayg: Absolutely, I’ll work on the v2 now 😉
@slimabob Thanks for you nice message 😊 I didn’t sleep a lot, but it was worth it!
A few things which would have improved my gameplay experience:
- Closing the Voxel Editor with "I" was not intuitive. I would change the button to "Esc" or "Q" so the player does not need to move their hand on the keyboard.
- Working with a lot of Voxel in the editor was hard to distinguish where one block started and the other ended. A small line around each block could improve that.
- The respawn point on lvl 2 was very frustrating. Having to collect every block over and over again after failing the jump over the water was a bit annoying. Having a save point after collecting the yellow block or keeping the collected blocks after dying would have been nice.
Overall great game with quite some potential for further development in my opinion :)
* You’re not the first one saying to me that “escape” for the Voxel Editor is more intuitive. I totally agree with you, and I’ll change that on the next release.
* Good idea, I can add another material with a shader (like the one I used when you select a voxel in Edit Mode) with a black outline.
* That’s true, I didn’t think of a waypoint system, I obviously need to add that on the next release too!
Thanks again :)
The blurring effect was the last feature I added, and I knew that everyone was not going to like it. :/
Hum, that's one of the solutions, sorry that you didn't manage to get through. Did you jump from the flower pot?
Also I love the depth of field effect.
One thing I'm not sure if it was the intentional solution or not (which I loved either way) was to get up at the table at the end I would jump and then re stack cubes to continue jumping higher to get on the table.
Loved this!
@zoarfy Thanks for your kind message. As soon as it works, it's as solution, haha!
@daria-toni I used VoxEdit to make the models, everything else was in Unity! This was my third gamejam, and I'm kind of familiar with Unity now. (+ I didn't sleep a lot, haha). Thank you very much :)
@captaindreamcast Thank you for your super kind message. :) Glad you didn't give up and kept trying ;)