Bob's Crystals A vibrant, music-infused, tile-based action PC game with limitless creativity!

Bob’s Crystals is a tile-based puzzle adventure game where players guide Bob, a charming character, through levels filled with unique tiles and challenges. The game combines mechanics like tile interactions, Sokoban-style puzzles, energy systems, and hazards to create an engaging and strategic gameplay experience. Players collect crystals, navigate obstacles, and build their creativity through a level editor, all while enjoying atmospheric music and immersive visuals. It’s a game about exploration, problem-solving, and fun!

This is about 10 days ago

https://www.youtube.com/watch?v=0uWT-aNQ294

2 Likes

Can Bob cause a Bobacell capacitor to overload?

Your artwork is very impressive. I love your dynamic camera fly throughs as the level is built at the same time. It feels so dynamic and immersive, but I must admit that I felt a bit of disappointment that the stylistic and impressive dynamism was lost when the robot just slid from tile to tile :frowning:

I don’t mean to be unfair, you have done an amazing job with this, this is pro level stuff, truly impressive, but that sliding robot was such a disappointment. Your rolling rocks feel heavy, but even then the robot just bumps them statically. I am hoping it is a place holder, but I fear it isn’t. I hope it is :slight_smile:

1 Like

Thank you so much for your kind words and thoughtful feedback—it’s incredibly encouraging to hear you enjoyed the dynamic camera fly-throughs and the immersive feel of the level-building process. That’s definitely a core part of the experience I want to create. :blush:

I completely understand your point about Bob’s movement and interactions. At this stage, I’m focusing on getting the core game mechanics right before diving into what I see as the ‘less important stuff,’ like polish and animation. While things like movement animations and dynamic interactions may not be fully there yet, they’re absolutely on my radar and will come as the mechanics solidify.

Your feedback reinforces how important it is to bring that same dynamic energy to Bob’s movements and interactions, and I truly appreciate you sharing it—it’s a big motivator as I move forward!

1 Like
2 Likes

Testing wireing, transistors, flipflops, capacitors, delayers, diodes, and - and or gates and pulse generators… with this you can make quite complex levels!!!

or just some fun like this binary clock!

https://youtu.be/BIUael0jzwE

I’m bad at these forum thingy’s… shaders and levelbuilding systems no problem… but trying to post a youtube video is failing :))) hahahaha. lol

Oh… if you are interested in the retro typing “script”. just let me know.

1 Like

Bob cannot die… in motion with the blast i need to incorporate a nice dissamble scene…

Bob was 30000 vertexes… i brought it down to around 5000, so i need to do some rework on the animation… thats why the walking is a bit bit bit… bit… did i say bit… off… ;)… Still focussing on gameplay and execution.

“Bob Game” - 2-Level Demo Run | Puzzle Mechanics Showcase

In this demo, we explore two levels from the level-builder’s test menu. These levels introduce new puzzle mechanics using electrics and physics to add an extra dimension to the gameplay. Featuring flip-flops, power generators, and “OR-gates,” players must solve intricate puzzles, including powering off blocking paths to progress.

Watch as Bob tackles these challenging, electricity-powered obstacles, using clever manipulation of switches and circuits to advance. A sneak peek at how these mechanics will shape the full game!

Best of all, you can create your own levels using these tools within the game and upload them to share your creations with the world.

1 Like

Concept introduction to Bob’s Crystals

Below is the storyboard for the first three levels of my game.
I wanted to share how I’ve approached setting up my game design, hoping it might spark some inspiration for you as you work on your own projects. Let me know what you think! :wink:


Level 1

Title: Campsite
Mission Prompt: Welcome to your first mission, grab the crystal.
Description: Just grab the darn crystal and don’t fall, unless you are clumsy.

Narrative:
As Bob arrives at the campsite, he detects faint energy traces leading to the first crystal. His system logs a brief note:

“Signal fragment acquired. Energy reserves sufficient for further exploration. Continue tracking origin.”

Bob observes signs of prior activity in the area, but everything is eerily silent.

Goal and Backstory:

Introduce the movement system and exploration mechanics.
The level contains 1 crystal (mandatory objective) and several hidden collectibles scattered in jars, crates, barrels, and a tent, encouraging players to explore.
After completion, a summary shows the percentage of collectibles found, nudging players to replay for a “100% completion” badge.
The true importance of the crystal is hinted at but not revealed.

screenshot_of_Campsite


Level 2

Title: Where is everybody?
Mission Prompt: Hey!.. more crystals…
Description: Was that a robotic chicken??

Narrative:
As Bob ventures further, he encounters a strange robotic chicken darting through the area. His log updates:
“Unidentified automaton detected. Possible remnant of prior operations. Non-hostile but evasive. Pursue for further analysis.”

The environment begins to reveal traces of an abandoned alien civilization, with machinery and structures integrated into the natural terrain.

Goal and Backstory:

Expand the movement system with more interactive elements, such as ladders to introduce verticality.
The robotic chicken is an interactive NPC that flees as Bob approaches, adding a dynamic element to the environment.
Include collectibles and crystals to maintain exploration challenges.
The robotic chicken hints at a larger presence of automated entities connected to the mysterious crystal.

levelbuilder_screenshot


Level 3

Title: “Campfire’s Revenge”
Mission Prompt: “Great news: fire is warm. Bad news: you’re not fireproof.”
Description: “Avoid the fire unless you enjoy spontaneous combustion.”

Narrative:
Bob’s systems flag the remnants of campfires as a hazard:
“Alert: Fire detected. Reminder: Explosions are bad for structural integrity. Proceed with caution.”

Goal and Backstory:
Introduce environmental hazards (fire) to challenge navigation and puzzle-solving. Encourage exploration with risky, collectible-filled areas near hazards.
The campfire remnants hint at past inhabitants and suggest alien technology might be behind the persistent flames, deepening the mystery of the civilization.

screenshot_of_Campfires Revenge