This game was so good I really liked it and through to the end. It's very well polished and you have a really cool level transition. The main menu was also very stylish. The puzzles were well thought out too. Good job on your entry
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Cubo's Confines's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #5 | 3.885 | 3.885 |
| Overall | #11 | 3.692 | 3.692 |
| Audio | #12 | 3.577 | 3.577 |
| Art/Graphics | #12 | 4.000 | 4.000 |
| Originality | #29 | 3.654 | 3.654 |
| Theme | #39 | 3.346 | 3.346 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did your team create most/all of the graphics yourselves?
Yes. We made all the assets that you see in game.
Did your team create most of/all the audio yourselves?
No. We have licensed music from Envato and sound effects from sounds-resource
How did you incorporate the theme "INSIDE OUT"?
Levels are nested inside each other. Players must escape these levels one after the other.
Comments
Really well made puzzle game in my opinion, i was sad to see it end so it's a positive sign lol. I like the level design, and the difficulty is perfect for a jam. Tho i gotta say i'm not a fan of the theme implementation, it feels like it's put there kinda just to be there (tho it does make for some REALLY cool transitions lol)
Love it overall!
Hey there, Luanico, glad you liked the game! The initial idea was to have something to do with the previous level once you got out of it. However, because of the complexity of the level design it would require and the time frame of the jam did not match up. We will try to get on that mechanic once the jam is done😊
Very well polished gameplay. The puzzles were very simple but they were perfect for a jam style game. I could easily see more added to this game and eventually ramp up the difficulty. You should be very proud of your work on this.
Smooth game. I like really like the level design and the transition between the different sections.
I saw this on stream and found it absolutely beautiful and clean. Great entry.
Super well done! Amazing attention to smooth mechanics and transitions.
sooo polished, and i love games that make a really cool game mechanic from a simple concept and this one did just that!!!
Very polished game! Polish has been the adjective of choice throughout my comments, it's a very impressive trait especially in a game jam format! Echoing the comments below, the art, animations, and sound design are very impressive and clean. Really hoped that the nested structure would've impacted the game mechanically, but besides that, great work!!
Bug report: On level 3 I believed I accidentally walked off a flight of stairs and walked out of bounds (on thin air), unfortunately breaking the game.
Thanks a lot for the compliments, voveostudios! We initially had something planned with the nested structure where you had to use the previous level as a component to get to the next level but once we started making the level design, our brains were cooked enough not to go with that plan. This will definitely be a mechanic that we'll work on later.
P.S. Thanks for reporting the bug, will add it to our list and fix it once the voting is done😊
Amazing game! The art was impressive and I loved the level design. Great job!
I really like this type of aesthetics. It feels very clean and polished. I feel like the level design was very good (except for that level 3 activator that was quite confusing). It would have been very interesting if the levels had allowed us to continue interacting with the previous level to solve the puzzles. Because apart from this pretty cool transition between levels, the nested structure of the levels has no impact on the gameplay.
But overall it was a great game. I really like it. I think this kind of mechanics have a lot of potential :)
The polish on the visuals, transitions, splash screen, tutorial, etc, feel really professional!
I'll admit, the third level got me. I tried activating the tricky tile from the correct ground level, but it didn't work, so I gave up. I eventually tried the game again once reading other hints, and found that I could access it from the back left side, but I don't understand why it should only work from the back left and not the front left or front right adjacent squares.
Still, very impressive to have such a polished-feeling game with multiple levels done in such a short time!
Thanks for the feedback😄,
I'm not completely sure I understand the query but the activator cannot be activated from the front left or front right if you're not on the correct ground level. While it might seem like the activator is on the same ground level as the portal...it's not. You must go behind the walls on the bottom floor and access it.
We wanted this as a red herring since the isometric view provides such opportunities. But, maybe we did it a little too early in the game or didn't provide enough clues in the previous level.
Meanwhile, if you were trying to access it from the correct ground level and could only get it to work from one side of that activator, that's because we only have the trigger to check if the player is in range, on one side of the activator...which is why we block the other sides usually, you might've found a way to enter the other sides, which was not intentional.👀
Here's a screenshot to show what confused me:

On my first play I thought it looked like the activator is on the ground floor, because of how it doesn't match with the tile grid up top, so here I am running into a wall and hoping to access the activator. In my brain, I think I am up against the front left side. But it is unaccessible, so I start wondering if actually it's on the top floor, or there's something else I'm not finding somewhere. I'm busy wondering what's going on with the moving platform on the right, and what's up with the blue square, and whether there's any mechanics I'm missing.
Now that I know where the activator really is and understand the design of the tile visuals a bit better, it's obvious in retrospect that I'm actually up against a corner and not the activator. And I know that the blue square is an elevator, which will be activated by the activator. And I know that the moving platform on the right is a red herring. Now, it's obvious that the solution is as simple as going a bit further left and up, and then the puzzle is solved! At least, it's simple now that I know that's what you're supposed to do, and what all the elements on screen do.
I'm sure I would've gotten it eventually, and maybe I don't look so smart in this screenshot... but since I saw I'm not the only one who got stuck here, I thought I'd go into excruciating detail :)
It really is a beautifully smooth and polished game. That I can nitpick on a level design detail as small as this is a testament to how professional the game feels in general.
Fun game! The polish is very nice and I really like your take on the theme. The level transition animation is really cool. Puzzles were well designed. Great submission!
Really good work, nice puzzles and nice art direction minimalism always kicks good
I see a lot of GREAT potential in what is possible with these mechanics, maybe puzzles where you can travel between the two levels (Like, you carry a box out of the little box and place it into a socket in the big box). I love what I see here and I'm sure I'll enjoy if this game can go further!
Also, I love the audio, I find that it fits the vibe of the game perfectly!
Art is cool, controls are okay but a bit hard to get into, the level nesting into each others is a cool visual gimmick albeit a bit forced for the theme ? Overall it looks cool but please give me a tip on how to get past the level on your third screen? I can't interact with the square hole that should let me move the blue bridge





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