Fun wee puzzle game, Like how the cubes move, could do with simple tutorial to get players started. Good job.
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Quebe Connekt's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music | #148 | 3.407 | 3.407 |
| Theme | #190 | 3.778 | 3.778 |
| Mechanics | #195 | 3.333 | 3.333 |
| Sound | #241 | 3.037 | 3.037 |
| Overall | #269 | 3.222 | 3.222 |
| Fun | #293 | 3.000 | 3.000 |
| Aesthetics | #325 | 3.222 | 3.222 |
| Story | #541 | 1.704 | 1.704 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Audio Files provided by Ovani Sound (purchased via Humble Bundle)
Comments
It has a very interesting idea, I really loved the concept!
However, I would recommend a few quality-of-life changes:
- Controls: Initially, the QWERT controls felt very counter-intuitive for rotating left/right/up/down.
- Update: I couldn't solve the first puzzle until I realized you actually need to move the cubes with the arrow keys - that was a total game-changer!
- Suggestion: I’d highly recommend using WASD to move the cubes (arrows for movement feel a bit outdated nowadays). Then, you could use the arrow keys (or another WASD-like cluster on the right side) for rotation, and Q / E for camera rotation. This layout would feel completely natural and instantly intuitive for modern PC gamers, drastically simplifying the controls.
- Onboarding: A short tutorial or a simple rules screen with screenshots would do wonders to help players grasp the core mechanics and controls much faster on their first run.
- Visuals & Accessibility: Since the game relies heavily on colors, it can be hard to notice when a side matches, especially for colorblind players - I mean the same color looks differently for matched and notmatched side and some colors are very close to each other. Instead of changing the color of the object, you could make the connecting line light up/become more vivid. Also, the sun reflection on the materials is a bit too intense - from certain angles, it completely washes out the colors. Since this is a pure logic puzzle rather than a 3D platformer, you don't really need to imitate realistic sunlight physics. Keeping it clean and readable is key here.
Overall, great job on the entry! Keep it up! 🧩🚀
wow... what a tragedy... I never even explained to use the arrow keys to move the cubes XD that is so funny.... EDIT: (i did mention it briefly as #1, but I do need to elaborate~ which may change to the WASD anyway) and thanks for playing!!
I am not someone that enjoys using a keyboard to play games on the PC so that suggestion is good to hear for sure! = me lookin like o__O outdated!? lol
I totally dropped the ball on the colors and I am the Color Optimist!! lmaooo!! XD ::shamedly trudges to the Red Keep::
Thanks for all your feedback, it will be reflected on, possibly more than that sun on those materials :3
You did mention the arrows in the rules, true. But reading about 8 separate sentences just to understand basic controls in a brand-new game - not lore, not special mechanics, just moving things around - is usually a bit too much for people. Players tend to just scan it quickly and think, "Okay, it's just controls, nothing complicated, I've been playing games for years," only to end up completely blindsided by one of the most unconventional keymaps ever! 😂
It really comes down to either having a proper in-game tutorial or sticking to a more standardized layout. WASD has been the absolute gaming standard for decades now, and there’s a good reason for it: ergonomics, hand placement, and easy access to surrounding keys. (google if you curious to know more)
As for the arrow keys? Usually, modern PC gamers only touch them if they are completely new to computers and don't know WASD exists, or if they are playing an old-school retro game from an era before WASD became the golden standard.
Glad you took the feedback so well, it’s all part of the fun process! 🚀🎮
Sun joke is a good one :D
This is very true, ain't nobody got time fo dat ::skull emoji:: It's funny because that description came to exist as a construction project where after reading the feedback as it came in prompted me to go change and add to it that I hadn't realized would be crucial to know, which has now become in its own way, somewhat of a blueprint for the tutorial scene I need to implement. Then someone explained I should do a screen shot with explanations, I'm like ::facepalm:: yesss!!
What's funny about the controls is that I always found it so awkward to use WASD to move, like it makes me feel like I can't use any other buttons XD it's like a rubiks cube puzzle conundrum level difficulty on my brain for lord knows why. Everyone else is like ummm, why are you not using WASD. It's like my brain does not process the directions unless its Up Down Left Right, even though it's really no different logic wise. It could also be because I'm right handed and my left hand to my brain is like "naaahhh bro". But a bizarre contrast is that left handedly~ I can grasp QWERTY keys for abilities in games but not for movement inputs. So long story shortened~ I have subconsciously forced the players of my game to adapt to "my standard" of keyboard input control~ which in its own way has become an unintended experiment that has provided priceless feedback.
Thanks again!! ;-]
This game has an interesting concept. The puzzles feel random even though I don't think they're supposed to be. I like moving the cubes around and it's satisfying when they light up. A time attack game mode would be an interesting alternate game mode, I think. The mechanics are there, but the game design needs a bit of tweaking. It's still an impressive game given the time constraint. Good job!
I had no idea how it worked as I stopped reading after the controls. After failing for some time, I read the rest and could solve puzzles, yay 😅 the music fits very well, nice puzzler when you wrapped your head around it
I like the look of the game, and the way the cubes roll around is satisfying. As others have said, I struggled to understand the goal initially, and I didn't quite grasp what the description was saying about making a match. I think you could take a tiny little screenshot of a stack of 3 matching cubes and put that in your page description (you're allowed to edit your page as much as you want during the jam) or put it in your screenshots with some explainer text.
In any case, good work!
I got to the Pyramid Scheme level and started to wonder if this game is a color blindness test. I don’t think I am color blind, but my main feedback is that you need to choose better colors, especially these 3:

to be honest I was already definitely going to change the purple and pink because they ended up looking similar when I applied the bloom effect to the material, so those as matches are hard to tell apart, which color is which. And I also didn't take into account how drastically the colors may appear at different camera angles with my scene lighting, with and or without the bloom. Thanks for pointing that out! The colors will also be getting an overhaul to make sure they absolutely different from one another. Thanks for playing, and thank you for your feedback!
This is a good puzzle game with an interesting concept. I liked the idea of manipulating cubes in 3D space and trying to figure out the connection between the puzzle name, hint, and cube placement. The color matching and cube locking system gives the game a unique challenge.
My main feedback is that I wish I had a clearer understanding of the goal for each puzzle. I understood the controls and how to move, rotate, and lock the cubes, but I was not always sure what I was supposed to solve or what the required condition was. A little more guidance, maybe through a clearer tutorial, example puzzle, or stronger visual hints, would help players understand the objective before they start experimenting.
The game definitely fits the theme of “Connections,” especially with the way players have to connect colors, cube faces, puzzle names, and hints together. Overall, this is a strong puzzle idea, and I think it could become even better with clearer goal communication for the player.
thanks for the feedback : ) Yes one of my main takeaways from my responses have been for onboarding players into the experience. I have a solid system of mechanics but because I have dropped players into those mechanics with minimal explanation it prevents them from connecting with the game. I will definitely be reworking this to where levels start off by explaining the mechanics~ the controls and types of ways to solve the puzzles. It definitely needs to communicate more to the player how to problem solve and a more clear explanation on the puzzle types because their are 3 main ways to solve puzzles (and I can create puzzle based on 1, 2, or even all 3 of these for a single puzzle in any combination):
1) a required number of points
2) a specific shape or formation to be made
3) color faces to be aligned in x amount of specific directions (with this being the most unobvious)
And how the puzzle name and hint can communicate this in an effective way to let the player which of how many of the 3 are needed to guide them to the solution
Really challenging game! I couldn't for the life of me match more than 3 colors (more because I'm too impatient haha). It's definitely a game for the puzzle game fans, if you're really into solving comlex puzzles do give this a shot!
I have a lot of notes to take in. I am not a puzzle game player. Which is bizarrely ironic, but I do however like puzzle mechanics (and cubes and hexagons). I really started this project off thinking I just wanted a cube to control, that I could just flip around the game space. Then it kinda just took off from there not realizing how it was going to turn out. There was absolutely no plan for how it was supposed to look or work. lmaoo!! It just turned into this, but I'm glad it worked out. After I got the cube working and controlling it, switching control of the cube in the scene, that's when I started thinking... now what about the CONNECTION..? Then came matching the faces, and then other logic followed as each chain of thoughts were resolved in my brain. The complexity developed on it's own naturally.
Thanks for leaving a comment!! Thhnks for playing!
Nice game! I really like the vibe with the music and the way the cubes look etc. Not sure why you left the debug information in the playable build but it`s a really awesome game overall!
do you mean the camera information at the top left? I have no experience publishing or releasing games, which you reminded me, I even forgot to remove my Debug.Log lines in the project from most of the code D: lol
But if you mean for the UI elements at the top left, I should have changed the information from how it read as Debug. It started off as a Debug for viewing my camera information and so I could keep track of how my cubes looked and how they felt when I used my input to control them at different angles. And help me to understand and figure out how I need to flip and rotate them along the faces of other cubes, etc. Then I got so used to it being there and I thought it looked interesting. I was like.... I'm just gonna add it in the game for looks, not thinking about how it still says Debug on the UI element XD I also thought others may have thought the information was interesting to see.
and thanks for playing!! : )
Solid game! The mechanics are well polished, and the puzzle aspect is clever. I kinda missed a more rhythmic music to keep me pumped though. The sound effects are really nicely done and subtle.
If you make it more juicy and throw some color theory, it could go a long way. Lots of potential here!
Great job on this complex matching mechanic, really cool game all around. Puzzles were great, cube movement was perfect. This entry is up there for me, great job once again.
I don't know, this looks like a pyramid to me!

I need a hint to get any further than this. At least the score is high, right?
You may point out that some blocks are not part of the pyramid, that's true. This is because they were under other blocks which I hadn't moved yet, so they were stuck where they were. But I'm not sure if I was actually doing things correctly to begin with. Am I on the right track?
I do enjoy rotating 3D cubes! I tried making a game like that once, and I appreciate how complicated it gets trying to find intuitive ways to both move the object and allow get it to rotate.
The music is nice and calming, I also like the sound of the cubes moving about, though they're harder to hear over the music.
It felt like I could move any block I wanted as much as I wanted in the first puzzle. In the second puzzle the goal was very clear and I had no issues doing it. Then in this one I could only move each cube once, meaning depending on the order some of them couldn't be freed or rotated as I'd wanted.
Rather than a single block pyramid, was I supposed to go for a 3D one in the center? It's pretty complicated getting everything to line up for those lovely connecting lines.
wow, I appreciate the screen shot... that is so funny.... sorry, This is the first time someone presented me with a screenshot of my own game. Thank you. I can't reveal the Pyramid scheme (lol) as tempting as it is~ all I can say is that you already have the answer, you said it. And I can say this puzzle does not require a score to complete.
And yes, that is a high score! that is the highest score I have seen yet. Which is also useful for me to see, which I could create puzzles with that knowledge.
Good job on the music and game mechanics in 3D. I found it hard to get hang of this. I didn’t understand how do I score clearly. Lines are drawn on the adjacent cubes when a face matches. But what about the non-adjacent ones? Also, sometimes I’m unable to rotate some of the cubes, before locking. Good luck!
I will cover scoring more clearly when I work on an update after the jam.
But matches can only be made along the faces horizontally or vertically (not diagonal) and when 3 or more face colors match along that direction and at the same depth~ and only when the face is exposed outward without another cube blocking that face. If you can't see the face outward then it won't be considered for scoring. I haven't encountered any issues yet with rotating some of the cubes.
Are you able to tell me anything else related to the cube not being able to rotate. Is the scale of the cube the same, has the color of the it changed when it is unable to rotate (other than turning gray for it having been locked)? A cube should only ever be able to rotate if it is your active cube. And there can only ever be 1 active cube at any given time. So if you are running into an issue like this and Cube has not been locked yet, any information you could provide would be greatly appreciated, Thanks for the feedback! Thanks for playing!! :)
Ohhh!! You made me think actually, which I should also clarify in the game rules and in general, A cube cannot rotate if it has been pinned. A cube is considered pinned vertically or horizontally from the rotation direction you try to make, when it is sandwiched between two cubes vertically and or horizontally in that attempted direction~ which in this case, the cube should flicker red to indicate a blocked input.
Hopefully that was what you you were experiencing!!
I like this. It feels familiar, but not an outright clone of anything I've played before. I like the arcade-style music you chose. It really adds to the ambiance.
The mechanics are grounded and insanely fun. I like how cubes are not bound by other cubes and you could just go on top of them.
I completed the first level and it took me time calculating how I want each cube to connect which is great as it captured my attention. I will not lie the second puzzle took me by surprise I found out I could spidernan climb my tower lol which was great. I also like how the camera adjusted itself to fit the scene and would love to know if it was done by code to fit all cubes in the scene or done via cinemachine?
One thing that threw me off was music, I myself do not really enjoy it that much and it throws me off whatever I am doing so would loved a way to turn it off while keeping other sfx.
Overall, I enjoyed it and definitely would see it as a fun mobile/tablet game where it would garner audience especially for the puzzle games genre.
yay!! I am glad you made it through the second puzzle. I like that the discovery you made by spidey climbing was appreciated!
And I did not use cinemachine. It's actually code. I have a 3d grid calculated in the space and its a grid controller script that generates the grid where elevation is one of my variables. Then I made my Camera Controller script communicate with my Grid Controller script that checks for when cubes reach a certain elevation (1,2,3... etc. All of my distance checks are integers of 1 on all axis. But I have an array of values that I can optionally assign as checks to look at the value of an active cube's elevation after it flips into an elevation different from the one it is on, then once a Cube is detected having hit that assigned elevation, I have the camera move up or down based on if the value is higher or lower than the set value to check for. This triggers after a Cube's movement on the Y axis. example: If I have 3 assigned as the elevation to check for in the array, if the Cube moves above 3, the camera pans, up and if the cubes moves lower than 3, then it will pan back down until that elevation check value is hit again. And I can set as many array values on the Y axis to check for, so this essentially means I can pan the camera into oblivion XD I was so hype to come up with that effect. I was like yesss!!! It felt so great for me to watch unfold.
And I will definitely put some volume options in for my next iteration. Thanks for the feedback!! :D
It would be nice to have a tutorial in the game. I have little experience with puzzles, and it's not very easy to figure out how to play. But I like BGM and the visual style!
Great mechanics, good look and feel, sounds are good, UI could be better. Overall its a great jam submission







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