Boxed Boxes by jebouin

* Keyboard controls *
- Arrow keys/WASD to move
- X/Space to jump
- R/C to retry
- Escape/P to select level
* Gamepad controls *
- Stick/D-Pad to move
- X/A to jump
- B/Y to retry
- Start/Select to select level
Unfortunately I ran out of time so the game has no music and some levels can be a bit buggy.
| Web (Itch.io) | https://jebouin.itch.io/boxed-boxes |
| Source (GitHub) | https://github.com/jebouin/Boxed-Boxes |
| Original URL | https://ldjam.com/events/ludum-dare/54/boxed-boxes |
Ratings
| Overall | 26th | 4.155⭐ | 31🧑⚖️ |
| Fun | 25th | 4.117⭐ | 32🧑⚖️ |
| Innovation | 7th | 4.55⭐ | 32🧑⚖️ |
| Theme | 5th | 4.617⭐ | 32🧑⚖️ |
| Graphics | 156th | 3.617⭐ | 32🧑⚖️ |
| Audio | 220th | 2.983⭐ | 32🧑⚖️ |
| Humor | 162th | 2.76⭐ | 27🧑⚖️ |
| Mood | 186th | 3.308⭐ | 28🧑⚖️ |
| Given | 31🗳️ | 39🗨️ |
i had issues with two levels. level 4 is very hard to do due to several factors:
- inertia often making Rectangle to slip into the spikes after a jump
- the time gap for jumping over the Square is very small so i often pushed it instead
- positioning square over the spikes had to be very precise to be able to jump over
level 16 i couldn't complete because the construct was constantly gluing itself to a wall (i'll post a video later)
Level 4 was the longest it took to solve because I didn't realize at first that you could just let the grey box hold the white dashed one and then stand on the white one off the edge. I was trying to drop the grey one right in the middle the whole time. After figuring that part out all the next levels were straightforward.
Level 16 only bugs out if you try to have too much fun with all the boxes around you. You suddenly get stuck on some corners and some of the boxes glitch out/disappear.
Other than that everything is very well made and nicely put together.
Very fun and unique game overall. Fantastic work!
wait, that was exactly what i did (and barely managed after countless attempts)
the proper solution is much more clever!
@caryoscelus Sadly I only realized after the jam that level 4 was way too hard due to the "red herring" with the spikes. I should have removed the ground to make sure the player don't try to put the box there and maybe find a better introduction for the "standing on the dashed box" mechanic. Anyway thanks a lot for the recording, this will be very useful when I start working on the post-jam version!
- Fresh and unusual core mechanic which
- Clever level design
- Nice visuals and polish for a compo :)
What I didn’t like:
- Wall jumping wasn't taught before being a requirement for a pretty complex level.
- There are some bugs, level 12 has long block disappearing if it fall on you, also level where you are "in the tank" is very buggy, I always stuck when landing on any corner... Had to restart like 10-15 time because of that.
Reaaly nice take with a unusual and cool take on the theme! Btw I get through all levels eventually, even though I think I cheesed a couple of them ;)
I think the level art could use some backgrounds and a little extra time put into decorations. I'll give the same note for the audio direction- some music would go a long way.
The natural progression as you add new features is really well done, and you got a perfect difficulty curve!
I recorded myself playing to provide extra feedback. Cheers!
https://www.youtube.com/watch?v=rru45XpoGXM
The way the container interacted with the box and player was really cool. Some clever room ideas too.
Well done, this is a great game!
I especially started to feel that way when the dotted-boxes that you are NOT inside could be pushed to pass through most solid matter but not the grey blocks, so you see them from a whole new angle. Very cool stuff that kept revealing interesting new things throughout.
The only splinter I had was the gamefeel of the double-jump, which I never got fluid at, but which became core to some of the puzzles later in the game. The revelation of trapping a dotted-box to walljump off was a cool moment, but the pleasure of those puzzles was slightly diminished by the way that wall-jumping fails took me out of the flow state. Fortunately I could usually jump spam past it.
Here's a montage of the times I got stuck... which somehow didn't actually bother me, just seemed sort of funny.

Generally the feel was really nice, and the mechanics were intuitive. Respect for not having to use any text to explain anything, I really appreciate that approach.
Nice fully-explore novel mechanic right on theme... well done.
I wish the wall-jump was a little more well-defined, and I encountered a bug in the second part of level 18 (moving the bottom 'dotted-box' by pushing the medium-sized block to the right should make the small block fall down on top of it, but instead the small block just disappears)
Overall, this is a really great entry, well done!