Thank you! I don't have plans to continue working on this project other than perhaps a small patch to add some missing components and tweak some minor issues. However, I chose this game to try out some new mechanics that will carry over into my next larger project that is still in the early planning stage.
BeachBlock Games
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Thanks for playing! I initially tried to do manual resource harvesting with the player, but started running into a lot of bugs and needed a rework of the mechanic, so I opted for a faster solution with the buildings. This game was an attempt at a lot of new mechanics for me anyway, which caused me to run out of time for the audio and menus.
I would love to see this developed further! I just spent a lot longer on this than I have on any other submission I've played. I do agree with others that use of the mouse to fire would be better. Perhaps an option would be to make it so that the player doesn't move, but stays behind the stand and can shoot 360 degrees with the mouse?
Thank you for playing! I am curious what browser you are using and what kind of system specs you have, such as RAM. It ran decent in the browser on my PC, even with dozens of Chrome tabs open across 4 different windows and with RAID running n another monitor, but my PC is a bit higher end. I am aware that the player needs to be sped up. I will fix that if I do a patch after the jam is over.
Thanks for the feedback! I can address a couple of things you mentioned.
First, I do have plans to add mouse controls. It may be a while though, as I will have to learn how to implement it. That goes along with adding touch controls for the future mobile version.
As for the arrow key behavior, when the cube is rotating, the rotation controls are disabled, but I don't think the face selection is, which would explain why that works while the rotation is happening. I don't necessarily see that as an issue, so much as something to be aware of, but maybe I'll look into it more.
On the ability to rotate the center section up/down/sideways, I have thought about adding that in, but I'll have to be careful I don't break what is finally working pretty well. Parenting/unparenting the pieces to the center piece of the rotation is tricky! You can rotate a physical cube that way, but it is also tricky.
Originally, the controls were designed with limitations in mind because of trying to fit the "Life in 2 dimensions" theme. I still want that to be an aspect of the game, but I also want to make it something people will enjoy playing, so I'm trying to find that balance. I have in-game tutorial stuff coming, hopefully by the end of this week, that will help those who don't already know how to solve the cube.
Finally, the leaderboards do actually work, i just wanted to tweak the numbers being submitted and displayed a bit.
Thank you for playing!
Well, I have decided that I am going to continue develpment of this game to a fully published title, which will include tutorials on how to solve a rubik's cube! Rather than being based on memorizing complex math-based algorithms, it will explain a logical step-by-step solution that solves any scramble. It is not the way a speed cuber uses to solve the cube, but works reliably and gives you braggin rights that you can solve the cube! Also, the controls are going to be completely reworked. The difficulty of the controls was intentional for the theme of the game jam.
Yeah, I am reowrking the controls. It won't be done before the jam rating period ends, but I it is getting done. Is the version you got the messed up cube on in the web version or the download? if it was a download, was it the current 0.21 verison or the original 0.2? That issue was a lot worse, and I thought I had it resolved. I've seen it start to happen one other time since the "fix", so I probably just need to do more optimization, or maybe refactor the way the rotation is handled.
Haha! I'm sure anyone who has ever attempted a Rubik's Cube has wanted to just move stickers! Actually, when I bought my first one I intentionally got one that didn't use stickers because I didn't want them to start peeling and look bad.
It was a lot of fun to get this prototype going, and I have ideas for ways to expand on it. First items on the list are to completely rework the controls using the new Input system rather than the legacy system that it's using now, and to add a leaderboard, which will require creating a username. The Input System will also include configuring touch controls, so I can make an Android build, or even so PC players can use the mouse. The current controls scheme was intended to fit into the jam's theme of "life in 2d", meaning movement is more restricted in 2d, but further development will ignore that. The 2d perspective on the cube will probably remain though, as I think the added challenge is unique and pretty fun. It helps you open up your mind to work at remembering what is on the other sides.
I really like the concept, though I agree with other comments that the goal should probably be points based rather than time based for a game like this. All in all, well done!
I also saw the comment where you made it a point to add the leaderboard using Lootlocker. I really wanted to get that in my game too, but ran out of time. Life got in the way a bit for me during this jam. I won't add it before the ranking periood ends, but I will afterward.
Hey, thanks for the feedback. The itch links overlaying the game is either a browser issue (I don't have that issue in Chrome at least) or you have scrolled down. Try scrolling up in the browser window. The enemy tanks accuracy is a balancing element, since they can get stuck on objects when they run into each other. Fun fact, they can also shoot and damage each other. And, if you are far enough away and moving, they can miss you. There are a lot of strategic options built in. I wanted to make more maps to expand on the strategy element of gameplay, but just ran out of time. I may come back to this project in the future and build it out into a full game with more maps, public scoreboard, and alternate controls.
I might have said that wrong actually. You can set it up so that it doesn't smoosh all the stuff together and overlap it in small view of the webgl window. You can actually set it up for a larger webgl window. but i ran into a lot of issues with game jam games due to using an ultrawide too, hence my previous comment.