One button. One crate. Nothing to win.

Blow it up with every piece of feedback turned off. Then switch the layers back on one at a time: anticipation, hit stop, shake, flash, particles, sound. Feel what each one was quietly doing. Same physics. Same explosion. Completely different event.

Try this first: press NONE, blast it, then press ALL and blast it again. That gap is the toy's whole point.

Then start pulling single layers out of the full version. That’s where it gets interesting. Missing one thing is far more noticeable than having nothing at all.

Controls

  • Left-click the button — blow up the crate
  • Space — same thing, without aiming
  • Six switches — one per feedback layer, flip them live
  • NONE / ALL — everything off, everything on
  • RANDOM — reroll the layers and their strengths
  • Sliders — force, lift, chunk count, hit stop, shake

Force drives more than the push: the particle burst grows with it, and the sound drops in pitch as it gets louder, so a heavy blast sounds heavy rather than just loud.

This is my second project built specifically to get better at game and level design. The first was a puzzle platformer; this one is purely about feel, and feedback is the whole point. If you played with it, I’d love to know:

  • Which layer did you miss the most when you switched it off?
  • Did any single layer surprise you — more or less important than you expected?
  • Which combination felt best, and why?
  • Did anything feel broken rather than just plain?
  • How many times did you press the button before you stopped?

Blunt is welcome. That last question matters most to me.

Credits
Art: Me
Sound:
freesound.org


Made in Unity by Helix.

Published 3 days ago
StatusReleased
PlatformsHTML5
AuthorHelixNebula
Made withUnity
ContentNo generative AI was used

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