Plox by GammaFlight
Plox is a cube that doesn't know how to do anything but move forward. Keep him alive while I run out to the store, please. Edit the map to move him out of danger. Make sure he doesn't kill himself.
Controls: only mouse and the R key to restart.
Bugs, unbalanced features, and unexplored mechanics abound in this short game. We depended a little too much on members of our team who were unavailable and ended up managing time poorly during our first LD. Still, we had fun and we hope the concept is enjoyable and that we can do better next time.
This game was created by Final Wave Studios' lead developers, Gamma and AetheR.
A major bug fix was uploaded at 02:35 UTC that prevented the end screen from being showed immediately after starting.

| Youtube | https://gammaflight.itch.io/plox |
| Original URL | https://ldjam.com/events/ludum-dare/46/plox |
Ratings
| Overall | 1661th | 3.3⭐ | 22🧑⚖️ |
| Fun | 956th | 3.45⭐ | 22🧑⚖️ |
| Innovation | 566th | 3.625⭐ | 22🧑⚖️ |
| Theme | 656th | 3.925⭐ | 22🧑⚖️ |
| Graphics | 2221th | 2.525⭐ | 22🧑⚖️ |
| Audio | 639th | 3.55⭐ | 22🧑⚖️ |
| Given | 7🗳️ | 13🗨️ |
At some point I wasn't able to place blocks :/
Very cool game, you can be proud !
@enya454 , there is a restart button, but I poorly call attention to it, and it's only mentioned in a single level, and only if you get stuck. The key is R, and thanks for pointing it out.
@brenan , the lack of checkpoints was something I thought about, but was too lazy to tack it down early-on. I am working on it, and you've inspired me to engineer it further. Each "screen" also decides whether you can place blocks and which ones, and also whether you can erase or not. It's not entirely obvious (also my fault.) 😬
@romaric I'm really glad you liked the concept. My partner and I thought the concept was fun, but we didn't put enough time into gameplay and level design to bring it up, and I couldn't initially figure out a good way to keep the levels intuitive enough. A mobile game is something we'd really like to explore; thank you.
@donitz It is pretty short, but I hope you enjoyed what little there was.
The mechanic is simples but good. Nice trye :)
Nice concept, you may add a button or display tips about pressing «R» to restart.
I get stuck when green block first appear, doesn't understand what to do and I block the exit xD I think this screen could be fixed but for all others it's perfect ! It's a nice intro for a futur game with sprites and more level !
Oh, no!
Hahahahahahahah.

1 - Mecânicas, Aprendizado e Fluxo:
As mecânicas são bem simples, substituir um espaço em branco por um quadrado pisável (ou que serve para fazer pular).
Apagar blocos (vermelhos) que atrapalham a passagem (gostaria de ter como apagar os demais também, hahahahah).
Infelizmente não ter botão de reinício, não ter opção de pular a introdução (entre outros controles) é um pouco ruim para o jogador que falha (precisa atualizar a página (ou reiniciar o jogo, ao que entendi).
Aprender tem esse empecilho de reiniciar, mas não é difícil (tem que conseguir ler o tutorial e pensar rápido, apenas).
O fluxo de desafios não está realmente estabelecido, ao meu ver este poderia ser o tutorial para aprender as mecânicas básicas e o jogo ter muitos estágios baseados em diversas combinações etc.
2 - Gráficos, Áudio, Narrativa e Polimento:
A arte visual é minimalista e se presta a transmitir o puzzle/desafio de forma imediata, para que o jogador possa pensar rápido sem distrações. Nesse sentido a arte é suficiente.
O áudio frenético é também divertido (apesar de levemente repetitivo).
Senti alguma falta de um ou outro efeito sonoro (mas teria de ser colocado de forma harmoniosa).
A narrativa é engraçada.
3 - Cultura:
Bebe da fonte de diversos jogos com arte minimalista (querendo ou não), e isso é uma coisa boa.
Sendo possível (em caso de polimento e aumento de conteúdo etc) que o jogo se torne um bom exemplar desse nicho.
O nicho também pode ser usado como forma de procurar possíveis jogadores (ao exemplo de páginas em redes sociais, grupos etc); isso se a equipe quiser dar continuidade.
4 - Monetização:
Para o jogo monetizar, creio que teria que expandir bastante em termos de nível (daí talvez vendesse no itch.io ou mesmo com propaganda entre estágios para smartphones).
1 - Mechanics, Learning and Flow:
The mechanics are quite simple, replacing a blank space with a touchable square (or used to make jumping).
Erase (red) blocks that hinder the passage (I would like to erase the others too, hahahahah).
Unfortunately not having a restart button, not having the option to skip the introduction (among other controls) is a little bad for the player who fails (needs to refresh the page (or restart the game, as I understand it).
Learning has this obstacle to restart, but it is not difficult (you just have to be able to read the tutorial and think fast).
The flow of challenges is not really established, in my opinion this could be the tutorial to learn the basic mechanics and the game to have many stages based on different combinations etc.
2 - Graphics, Audio, Narrative and Polishment:
Visual art is minimalist and lends itself to transmitting the puzzle / challenge immediately, so that the player can think fast without distractions. In that sense, art is sufficient.
The frantic audio is also fun (although slightly repetitive).
I missed some sound effect or other (but it would have to be put in a harmonious way).
The narrative is funny.
3 - Culture:
Drink from the source of several games with minimalist art (like it or not), and that's a good thing.
It is possible (in case of polishing and increasing content, etc.) that the game becomes a good example of this niche.
The niche can also be used as a way to search for possible players (like social media pages, groups, etc.); this if the team wants to continue.
4 - Monetization:
For the game to monetize, I think it would have to expand a lot in terms of level (then maybe it would sell on itch.io or even with inter-stage advertising for smartphones).