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Comments for Torvi Cube

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plokkey

Mar. 03, 2012

Under rating threshold (show) Really cool game. :D

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(1)

Developer response from khailcs

Thank you plokkey =)

Mediko

Mar. 04, 2012

Under rating threshold (show) Nice puzzle game but the controls could be closer together. Like for example: Z (undo), X (redo), C (restart). Having them all over the keyboard is just clunky. It would had been nice for the rotation to also be placed with a key, possibly a"q" and "w" to prevent accidentally clicking on Z. Aside from that, it's a good game and reminds me a lot of old puzzles I used to do.

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Dothgar

Jun. 06, 2016

Under rating threshold (show) I have a huge problem with the fact that this is a 3D game..... yet we have no depth perception... The visuals are not realistic and this makes it hard for me to enjoy. It's honestly nothing other than annoying to have to reposition a block 3 times every time it LOOKS like I know where the piece actually is. The way they overlap is also weird. People breeze over this in the comments but I think it is a large aspect of quality. I can only rate the game 3/5 because there is not enough finesse to warrant the 4/5 and the bad 3D visual vuts another point.

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DuckAndCower

Mar. 04, 2012

Under rating threshold (show) I've run into a pretty ugly bug: sometimes, when starting a new level, none of the pieces will be movable. After this happens, no pieces in any levels are movable. A refresh fixes it, but it's still pretty annoying.

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TickRaw

Mar. 07, 2012

Under rating threshold (show) Well, obviously I am not part of the target group of this game. I gave up after 20 futile minutes of solving level 2. Not mentioning the 30 minutes I needed for level 1. In counterstrike, i get headshot evry time I spawn and in jump & runs I usually loose my three lives before the first level is over. Life's a bitch and then you die.

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pkprince23

Mar. 03, 2012

Under rating threshold (show) Not bad. A unique game. Could be a little more colorful though and some music would be nice. 4/5

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Developer response from khailcs

Good feedback pkprince23. But I was trying to focus attention on the pieces themselves. So I opted for a clean and muted color scheme. And no music because it's hard to please everyone and it adds too much weight. ^_^

Pyrewraith

Mar. 08, 2012

Under rating threshold (show) Whoops never mind, not sure what happened but I didn't see the popup upon completing a level the first time round. Interesting.

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pyroboy99

Mar. 03, 2012

Under rating threshold (show) Sweet game, REALLY ADDICTING! oh, and thanks for joining my varolo village, i owe you one.

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Developer response from khailcs

Thank you, no problem.

Tigax

Mar. 03, 2012

Under rating threshold (show) CLICK! CLICK! CLICK! sheesh, nice spacial puzzler though

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DubaiBunnies

Jun. 21, 2017

Under rating threshold (show) Perfect game

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Poliwird

Jul. 25, 2019

Under rating threshold (show) And this is just a little but very annoying thing nobody has thought of: 'Play' mode levels should NOT remain locked even after the exact same combination has already been solved in 'Challenge' mode. I have no interest in replaying easy mode levels one by one, however, for SOME combinations like the one on lv12 i'd like to first check the thingie a bit before trying puzzle mode, but nopes, too many previous levels are locked.

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Poliwird

Jul. 25, 2019

Under rating threshold (show) The controls system that could be intuitive: click to select/deselect shape — keybord shortcut for 'Move' makes a circle of 6 pictograms pop up, to click the desired one with the mouse — and the same with keyboard shortcut for 'Rotate' and circle of the 6 corresponding pictogram buttons. It would be right to also allow selecting any block of the shape as the center of rotation. Right now all i'm able to do is press successively 8, 5, 4 and 6 (then undo) and see which one (or none) does what i need it to.

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Poliwird

Jul. 25, 2019

Under rating threshold (show) Wait, so out of 6 possible rotate directions it allows 4 ? But… why?

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n193548

May. 27, 2015

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am1j

Oct. 16, 2012

Under rating threshold (show) cute, but controls are not that clear

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cullenster4

Mar. 04, 2012

Under rating threshold (show) I feel like I only have one eye T_T Depth perception, why have you failed me?!

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vorpalauroch

Jul. 16, 2015

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Evi1M4chine

Mar. 04, 2012

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Developer response from khailcs

I actually have a class for keyboard controls but was scrapped in the released version because it was not obvious to first time players and resulted to a lot of early quitters (think of Qbert). The final mouse-based controls (taken from Interlocked) is not as responsive and precise but is a lot easier to understand. Though you don't have to exactly hit the arrows since their hit area is far wider than the visible graphics. That's the trade-off I made. Thank you for appreciating the markers, they were hard to do. ^_^ The minimalist graphics is intentional. As for motivation, I can offer nothing but the satisfaction of arriving at a solution. Suduko does the same, as well as Loops of Zen, even Hexiom. I do appreciate the thoughtful and comprehensive feedback, I will use it to move forward in this craft.

Evi1M4chine

Mar. 07, 2012

Under rating threshold (show) Hmm, I just thought: Right now, when using the mouse/arrows, it feels like having to hit a area about 2-3 pixels wide, because of course when moving the mouse away from the middle of the arrows, it first isn’t 100% clear which one the player chooses, and so the thing flickers between two or three arrows. That’s the reason I requested keyboard controls: It feels very fiddly with the mouse. But this is very subjective, as of course it suffices to move the mouse in the general direction until it’s clear to the UI which one it is. So my suggestion would be, to cut away the center/tail half of of the arrows and also not have it highlight an arrow until one has moved half the way to the tip of the arrow. That means it will never choose the wrong arrow, making it subjectively not as fiddly. :) That’s just a theory though, and may not work in practice. :)

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Developer response from khailcs

But the system already does that. The chosen direction won't register until you are about 25 pixels away from the center, yeah, that's more than half an arrow's length. And each region is a 60 degree slice of the circle. That's big enough I think. The fiddliness is caused I think by the fact that movement happens in discrete amounts - 1 cube length at a time and not continuous as in Interlocked. I accepted this limit in exchange for speed and the small size of the resulting swf.

NathanC61

Jul. 01, 2012

Under rating threshold (show) The game was really good. Maybe you could have a sequel But some points of the game did make me mad that you could fix for the sequel if you however make one. 1: Please fix the dragging. It takes me an hour just to put one piece down. Honestly, I've seen worst dragging games, this is one of the better ones, but it's still really hard to drag. 2: fix the Patterns, I solved most of these patterns but, sometimes they looked exact, but counted wrong, so I had to rearrange. 3: Maybe after like 10-30-60 minutes or one map, you could either have the map now color coded/the hint a bit bigger/skip button that allows you to come back a lot later in the game. Sorry If this was a buster but I still give the game 4/5 for being a nice and fun game minus the down falls

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itssnowing

Jun. 19, 2012

Under rating threshold (show) There's only 30 levels? :/

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RedeemedWahrior

Mar. 04, 2012

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Developer response from khailcs

I have tried 5 movement systems during development. The one adapted is the least evil I tell you. If you can point to me a better system please do. To my knowledge, rotation is awkward in all 3D applications not just Torvi Cube. I did the best I can. Best time requires physical dexterity on top of an economical sol'n. It is doable, but takes some practice. Thanks for the great feedback.

Kactus04

Mar. 24, 2012

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Developer response from khailcs

You can rotate all the pieces together using the 2 buttons on the lower left of the screen. However, since this is an isometric game, all rotation is limited to 90 degrees at a time.

belac34

Jan. 30, 2013

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13lackscaro2

Mar. 14, 2012

Under rating threshold (show) = - = reminds me of google sketchup minus all the other hards parts heh.

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Pyrewraith

Mar. 08, 2012

Under rating threshold (show) It really needs a way to move forward in levels without having to back out to the level selection screen. Apart from that; well done.

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Kactus04

Mar. 24, 2012

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wattro

Mar. 04, 2012

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