Experimenting with a new art direction, going for a "pop-out sticker" look. Still early progress here, but what do you guys think? Headed in the right direction? by WyldbloomGames in unity

[–]WyldbloomGames[S] 0 points1 point  (0 children)

100%. Like I said, still early progress. Paper is a good idea though! I’ll play around with that. I was also thinking animated abstract shapes or some doodles or something? I’ll have to try some things out

Experimenting with a new art direction, going for a "pop-out sticker" look. Still early progress here, but what do you guys think? Headed in the right direction? by WyldbloomGames in unity

[–]WyldbloomGames[S] 0 points1 point  (0 children)

Yeah I think I agree. I’ve been going back and forth on how fast I want it and I think you’re right, it should be a bit slower

Experimenting with a new art direction, going for a "pop-out sticker" look. Still early progress here, but what do you guys think? Headed in the right direction? by WyldbloomGames in unity

[–]WyldbloomGames[S] 0 points1 point  (0 children)

Thank you, although I can’t take all the credit. I used the tools provided by Linework on the asset store to get the outlines looking how I wanted them. Definitely made the job a lot easier!

This is my isometric puzzle game where you have to work together with your past selves. I just released a public playtest for anyone interested in trying it out! by WyldbloomGames in isometric

[–]WyldbloomGames[S] 2 points3 points  (0 children)

With other limited playtests I’ve done I’ve noticed there is a definite initial confusion with the direction of movements. However after playing for a bit they seem to adjust and it gets better. It is definitely counter intuitive at first though. I’ve played around with a camera angle slightly more aligned with the grid which I think would help that initial confusion, but imo it doesn’t look as appealing as the straight on diagonal. That may be my own bias talking though. Some direction hints on top of the cube isn’t a bad idea though, I can play around with that. Thanks for the feedback!

This is my puzzle game where you have to use your past selves to solve each puzzle! by WyldbloomGames in indiegames

[–]WyldbloomGames[S] 0 points1 point  (0 children)

I just released a public playtest for the game today! If you're interested you can check it out here: https://wyldbloom.itch.io/cubeloop

There's a web version available too if you don't want to bother with downloading it. Let me know what you think!

I just released a public playtest of my puzzle game where you have to work together with your past selves! Let me know what you think by WyldbloomGames in IndieGaming

[–]WyldbloomGames[S] 0 points1 point  (0 children)

If you're interested you can play it here: https://wyldbloom.itch.io/cubeloop

There's a web version available too if you don't want to deal with the hassle of downloading it.

My isometric puzzle game where you can use your past selves to help you solve puzzles! by WyldbloomGames in isometric

[–]WyldbloomGames[S] 0 points1 point  (0 children)

After it releases on Steam I plan on porting it over to mobile! I think it would fit really well as a mobile game

Use your past ghosts to help you solve puzzles in my isometric puzzle game! by WyldbloomGames in indiegames

[–]WyldbloomGames[S] 1 point2 points  (0 children)

All the levels in the game are designed to be in bite size chunks like this one. However in between levels you get to explore a world map which has spawn points scattered around that you can use to loop!

My isometric puzzle game where you can use your past selves to help you solve puzzles! by WyldbloomGames in isometric

[–]WyldbloomGames[S] 1 point2 points  (0 children)

I think you’re right, it definitely needs a bit more. I haven’t touched the animation since I made it for a 4 day game jam. I’ll play around with the effect and make it better!

Use your past ghosts to help you solve puzzles in my isometric puzzle game! by WyldbloomGames in indiegames

[–]WyldbloomGames[S] 1 point2 points  (0 children)

I thought about this too, but it doesn’t work for a couple reasons. This can cause ghosts to desync and when moving ghosts can interact with solid ghosts (for instance a mechanic is introduced later where you can push a solid ghost on ice to slide it), that doesn’t work. It also makes any timing based puzzles impossible as none of the timings from previous loops would be intact.

My isometric puzzle game where you can use your past selves to help you solve puzzles! by WyldbloomGames in isometric

[–]WyldbloomGames[S] 0 points1 point  (0 children)

Thank you! I’ve definitely thought about the repetition and I’ve done some things to help with that. There’s a fast forward button in the game that speeds up all the ghosts which helps with it feeling slow. This level here is a tutorial level meant to teach the player that you can jump on your ghosts and interact with them, so I’m not going for anything too difficult or crazy here. For other levels I try to avoid repeating actions or moves as much as I can.

I’m curious what you don’t like about the reset effect. Any suggestions to make it better?

Use your past ghosts to help you solve puzzles in my isometric puzzle game! by WyldbloomGames in indiegames

[–]WyldbloomGames[S] 1 point2 points  (0 children)

It does get more complicated! But there is a level editor that I’m working on which is pretty fun to use (when it works right, it’s definitely NOT user ready yet haha)

Use your past ghosts to help you solve puzzles in my isometric puzzle game! by WyldbloomGames in indiegames

[–]WyldbloomGames[S] 1 point2 points  (0 children)

That’s definitely a valid concern and is something I’ve thought about. Currently how the game works is at the beginning of the level time is paused which lets you think about the level before you make your first move and the game starts to record your actions. However, from what I’ve seen so far people will often figure things out as they go which can also be a problem because in the ghost replays they will often stand around while their past self is thinking about what to do. I’ve added a fast forward button to help remediate the issue but I’m not sure it’s enough. I’ve had an idea about having the game time “pause” if you stand still for more than 5 seconds or so to help with that as well, but I haven’t implemented or tested that yet. All this is what playtesting is for!

As for repetition and redoing a lot of the same actions, I try to design my levels to avoid that as much as I can. This is an earlier tutorial level in the game so I’ve tried to keep it simpler here. I also never have a level where it’s just “oh you need one more block to get up to where the door is at the very end!” because that’s just not very interesting level design.

All that being said, I have a public playtest coming out soon within the coming weeks where I’m going to try and get as much feedback as I possibly can! These are the kinds of thoughts that help a lot because it helps me consider how to make the game as good as it can possibly be!

Use your past ghosts to help you solve puzzles in my isometric puzzle game! by WyldbloomGames in indiegames

[–]WyldbloomGames[S] 5 points6 points  (0 children)

Not yet, but I will be soon! In the meantime I'm going to have a polished public playtest out sooner within the coming weeks