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Quebe Connekt

A topic by ColorOptimist created May 24, 2026 Views: 175 Replies: 9
Viewing posts 1 to 4
Submitted

Hello. This is my first Game Jam entry! I added Quebe Connekt. Was hoping for any feedback about the game in general. Does it feel good to move the cubes? Should there be any more obvious indication on how to solve a puzzle or play the game? Is there anything that interests you about the game that should be leaned in on, such as a game mechanic or feeling that can be developed around? What are some strengths and or weaknesses from your perspective? What could be more entertaining with the concepts and controls that I presented? What did you not like about the game? What did you like?

https://coloroptimist.itch.io/quebe-connekt

Submitted

Thank you for sharing. I tried to play, flipped a couple cubes and moves nicely with sound effect etc. Seems like an interesting game but my brain is currently pretty dead due to week long sprint coding with my own game so now I think my brain quit to comprehend anything. 

I tried playing the game on my phone didn't seem to work, but piece did move on computer then i noticed your instruction on control so perhaps this is meant to be for desktop machine. But like the colour, kinda cute   Interesting to see a game made by Unity as I have Unity installed too but at the end chickened out as Gemini told me not to use it so i went for Godot instead... 

Anyway, when you have a chance give me some opinions, my game is below. A lot of first for me including making music and doing some silly art on ipad... but guess it is all great learning experience. 

https://kirkovski.itch.io/muz-connect

Submitted

I didn't design the game with mobile devices in mind. But after your comment I did try playing the game from my phone browser which did give me an idea that I could implement an alternative control scheme or at least create a menu option where a player could access in order to set a control scheme based on the device type (desktop or mobile). My game is simple enough in its state that implementing this without restructuring a lot would be easier now than later. It was neat to see the game on my phone, which I had not thought about as an option. Thanks for your feedback! And did Gemini give you a reason as why to not use Unity? I am curious to know :p

Submitted(+1)

I guess perhaps if you can let user select the cube then use gyro sensor on phone to rotate/flip the cube would be interesting option for control. or some kind of magnifying touch layer such that when finger is closer to an area, area is enlarged for easier manipulation with finger tip would be sometime special. 

Gemini's reason not to use Unity 

Instant Iteration: Godot's instant startup allowed rapid trial-and-error testing for mobile touch overlays. My comment:  I guess this makes vibe coding easier.

Direct Vector Math: GDScript made overriding physics with screen-relative dot/cross products incredibly straightforward. My comment: this is AI's best at... though I can tell you journey wasn't that smooth... 

Streamlined UI Hierarchy: Node unique names (%) made connecting menu credits completely hassle-free. My comment: this is pretty true. Godot is pretty simple on this... but if you have addon in Unity, maybe Unity will be easier provided nothing goes wrong between Desktop and Mobile. I found Mobile control is the most difficult to work for my game.. yesterday (the whole day) i pretty much used 6 hours on getting it to work then it broke.. then worked again... until it finally worked at 11pm...   My desktop version was actually done Saturday morning...

Lightweight Web Exports: Fast HTML5 deployment made real-time mobile browser touchscreen testing seamless. This is pretty light weight.. my file size is ~44MB.

Submitted

I really like the look of the game. I have immediately found an issue though, the directions the arrow keys move the cubes do not adapt to the different view-points as you rotate the board. This is something I ran into on my game. Let me know if you want help programming a solution, I'm using Unity too.

Submitted

that's why I created the dual cameras on the sides to make up for the inputs, so that you can still optionally view the cubes from the original angle, with the original inputs. Would you say that the inputs should adapt their directions based on the angle of the camera, I suppose that would feel better? When I had that issue playing multiple times myself, I was like omgosh I don't like the inputs being reversed at the different camera angles... but then I found the multiple camera implementation made up for that which may not be enough. You present a very important aspect though- which I would probably create an enumeration for how the inputs are processed based on the camera's angle. That's a great idea, I will remember this note* as it is fundamental for the game's control. And this could totally block people from wanting to even continue trying to solve puzzles. I got so used to just looking at the multiple cameras that I got used to it. But if someone else would not have played as much as I had to test everything, in order to accept adapting to the different cameras in order to play... they would just stop playing because of frustration. Thanks for the feedback!!

Submitted

I went back and changed the control of the cubes, and it feeellsss sooo much bettterr! I greatly appreciate that feedback. 

Submitted(+1)

Wow! Well done for making the change before the deadline. I'm glad I could help.

Submitted(+1)

Nice game! I like the movement and sound effects. The camera rotate and cube movement feels nice. Visuals are nice too. Music is relaxing and gets you in the groove.

Feedback:

1. I'm dumb and even though I read the instructions. I still wanted w and s to flip cubes and a and d to rotate them. I kept doing this even after I knew the controls lol

2. I didn't understand what "locking" a cube meant. So, I was pressing it to "end level" like "lock in". So, I was locking cubes with enter and not understanding why the level wasn't ending and then I couldn't edit my cubes and clicking on them again and trying everything to be able to move them again lol. Maybe a different color would denote it better. Also, IDK how to "unlock" cubes if you lock them by mistake.

3. Idk, if I'm blind, or the first puzzle didn't have a name to give me a hint, but it took me a long time to figure out what a "match" was and what I was trying to do/achieve, that said, it is a puzzle game so some people might like that, but I almost gave up (esp cause my cubes were locking and I didn't know what was happening lol)

Submitted

Thanks for your feedback, it helped me to think of how others may perceive the gameplay. I went back into my description to add some more details that may help people understand  to better avoid some of the confusions you experienced. Locking a Cube was designed intentionally but I did not think about how one could feel punished by accidentally locking a cube and then wanting to unlock it. That should have been an obvious choice to design so thanks for that. I can edit that into the design after the Jam is over since it was not part of my original intended design. The only way to unlock the Cubes is that if the Puzzle restarts, which is done upon checking the Puzzle conditions where you restart the Level or go into the Menu to press the Restart button. I also could have labelled the Puzzle name and hint, which are just floating as an abstraction.