I just released the early preview of my new game, Tap Out: Block Escape, on CrazyGames!
It’s a 3D grid-based puzzle adventure built entirely with the Godot Engine. I’ve put a lot of work into the optimization and block-clearing mechanics to make it as smooth and satisfying as possible.
If you want to support an independent developer, please check it out, give it a play, and drop a like! Your feedback and support mean the world to me.
Nice little game, only played 4 level.
You have this mini game for the multiplier at the end of a level. I would somehow show the value of it on click, or stop the arrow. I never know what value I hit.
When the hammer was clicked, you can’t deactivate the button, if you don’t want to use it.
EDIT: I would reconsider the mini game at the level ending, it’s too disjointed from the puzzle. E.g. could be part of the puzzle on special bricks.
The game is published from this address. You can create a developer account. The game is currently in a 15-day trial period. There are two options: they will accept it or they won’t. Based on the statistics, it seems likely they will accept it, but I’m not entirely sure.
For splash screen.. I added a transparent PNG in the project settings. I made the background white. Also, some adjustments are needed in index.html for the loading progress bar. You can have AI do this.
Hi. Thanks for your suggestions. If the game is released in 15 days, I’ll add many more updates. I haven’t added ads at this stage because they aren’t actually running ads.
It’s very intuitive, that’s a very good attribute for a puzzler
I’m guessing the game is intended to be casual, with no time limits, penalties for wrong moves and so on, but I feel like something is missing from the game mechanics… I think it would suit the game with some feel-good mechanics like building up a combo by doing same color in a row or whatever. Something to give the player a feeling of “I’m great at this” without introducing more difficulty. Play any popular casual game, and they’re festooned with glimmery visuals and positive mechanics.
I too found the music pretty grating. It’s a very short loop, and whistling is a very attention-grabbing “instrument”. It’s also quite percussive and top-endy, which again makes it less suitable as background music.
Are you going to keep working on it, or call it finished? In either case, it’s an intuitive, simple and unintimidating puzzler, which I think will appeal to a lot of casual players. Good job
Thoughts:
The music is much more subdued now, which is good, but it’s still very repetitive. Some other music tracks would help, even with the same instrumentation.
I still feel that some positive feel-good mechanics would suit the game well. On the other hand, the current experience is very mellow, without any stand-out moments, for better or for worse.