You try it now now free with ads https://itunes.apple.com/us/app/the-light-box/id789628917?ls=1&mt=8 1.99 with no ads https://itunes.apple.com/us/app/the-light-box-premium/id789656300?ls=1&mt=8
The Light Box James Oliver This challenging and unique puzzle game is easy to pick up but has hours of gameplay. Totally free no IAP. This free ver… Free Buy Now Watch Media DetailsThis challenging and unique puzzle game is easy to pick up but has hours of gameplay. Totally free no IAP. This free version contains some ads and a premium version is available for purchase in the app store if you would rather play with no ads. Try to switch all the lights off. Easy to control 3D environment. One touch play. Share your best scores with friends via Twitter and Facebook. Information Seller:James Oliver Genre:Family, Puzzle Release:Jan 06, 2014 Updated:Jul 06, 2014 Version:1.3 Size:52.7 MB TouchArcade Rating:Unrated User Rating: (1) Your Rating:unrated Compatibility:HD Universal Was developed from prototype stage with input from TA forum, checkout the thread in the developer section to see old videos to see how it has changed for release. Destined Well-Known Member Aug 11, 2013 1,063 0 0 #23 Destined, Jan 12, 2014 I have made improvements based on feedback and about to submit Wizardo Well-Known Member Jul 30, 2012 92 0 0 Starving indie developer New Jersey! http://www.castleabra.com #24 Wizardo, Jan 16, 2014 Congrats on the release! It was cool to watch a concept go to a released game so quickly. Good luck! Destined Well-Known Member Aug 11, 2013 1,063 0 0 #25 Destined, Jan 16, 2014 Thank you. You reminded me I need to submit the update! I might actually release another game this weekend based on a museum display this weekend that I really liked but is much more simple than this game. It is basically a challenge to accurately count time in your head which is significantly harder than you expect! BlindAlbino Well-Known Member Dec 19, 2012 58 0 0 I am Co-Founder and Art Director for Blind Albino, La Habra Hights, California #26 BlindAlbino, Jan 23, 2014 I agree with Hobbsicle and others that have posted already. There is definitely something here! The market appeal could be there, I think, as it is almost instantly clear what you are getting into once you see the game, and for me at least, it makes me want to interact with it instinctively. I don't have to talk myself into being interested, the impulse is there naturally. It's like a hybrid between a cute Rubik's Cube and a Hellraiser Puzzle Box. Destined Well-Known Member Aug 11, 2013 1,063 0 0 #27 Destined, Jan 23, 2014 Thanks for the kind comments. I have started to want to make a physical version of it really badly. Despite so-so downloads, I am going to release a couple of updates cause I made some extra puzzles I didn't release which make it more colourful. Overall it was fun to make and I enjoy it takemuraori Well-Known Member Nov 5, 2013 105 0 0 Singapore http://www.qixen-p.com #28 takemuraori, Jan 25, 2014 Last edited: Jan 25, 2014 I would love to give my few cents. I love puzzles, diffidently a target audience here, I also design puzzles (among other things). I would say what many have mentioned, game has a GREAT potential, that is currently not utilized as visuals, presentation and overall product should be given a dedicated effort that they deserve. Visuals is what strikes the player first, be they very minimal or abundant, they have to be consistent and polished, I am sure there are freelance game designers who would agree to help you out even if you have no budget or time, or facing problems with some parts like UI. The typography, menu and all the rest of UI as wells s touch feedback on the cube, they are all loudly crying for being seriously approached. Rotation should have kinetic easing, many have mentioned about faces that are lit up, they hard to see. Honestly you can have an awesome product that many many people will play and enjoy, not just game developers or people who accidentally found it and weren't discouraged by some of the visuals, not only hardcore puzzle players, again those who are hardcore would have 100 times easier item finding about your game, this could be a top tier game, it just needs more time and hopefully diversity in puzzles beyond those that light-up, say colors of lights, may be patters that move with light in harder levels? I have a personal question, why did you go for turning all the lights off the cube instead of exactly same mechanics but where you would have to light all the dark ones? Destined Well-Known Member Aug 11, 2013 1,063 0 0 #29 Destined, Jan 26, 2014 I have changed the way the cube rotates and currently waiting apple to approve. I have also made the sides easier to see when lighting up. I have a couple of new variations including a very colourful one to come which I hope I will find time to do. I agree my menus might not be that great but I feel they are functional enough. I am not sure I will spend more time on the menus (as I am building my next game now). On the overall visuals I have actually received a lot of positive feedback with only a little negative (and I personally like them!) so they are staying I am not going to please everybody. There was something environmentally friendly about switching things off. I have actually thought about making it all on, or all off, either solves the puzzle. Thanks for playing and the detailed feedback! Destined Well-Known Member Aug 11, 2013 1,063 0 0 #30 Destined, Mar 2, 2014 Will be adding gamecentre achievements soon, here is a look at the little gamecenter icons! Destined Well-Known Member Aug 11, 2013 1,063 0 0 #31 Destined, Jul 16, 2014 someone reviewed it! (You must log in or sign up to post here.) 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Thank you. You reminded me I need to submit the update! I might actually release another game this weekend based on a museum display this weekend that I really liked but is much more simple than this game. It is basically a challenge to accurately count time in your head which is significantly harder than you expect!
I agree with Hobbsicle and others that have posted already. There is definitely something here! The market appeal could be there, I think, as it is almost instantly clear what you are getting into once you see the game, and for me at least, it makes me want to interact with it instinctively. I don't have to talk myself into being interested, the impulse is there naturally. It's like a hybrid between a cute Rubik's Cube and a Hellraiser Puzzle Box.
Thanks for the kind comments. I have started to want to make a physical version of it really badly. Despite so-so downloads, I am going to release a couple of updates cause I made some extra puzzles I didn't release which make it more colourful. Overall it was fun to make and I enjoy it
I would love to give my few cents. I love puzzles, diffidently a target audience here, I also design puzzles (among other things). I would say what many have mentioned, game has a GREAT potential, that is currently not utilized as visuals, presentation and overall product should be given a dedicated effort that they deserve. Visuals is what strikes the player first, be they very minimal or abundant, they have to be consistent and polished, I am sure there are freelance game designers who would agree to help you out even if you have no budget or time, or facing problems with some parts like UI. The typography, menu and all the rest of UI as wells s touch feedback on the cube, they are all loudly crying for being seriously approached. Rotation should have kinetic easing, many have mentioned about faces that are lit up, they hard to see. Honestly you can have an awesome product that many many people will play and enjoy, not just game developers or people who accidentally found it and weren't discouraged by some of the visuals, not only hardcore puzzle players, again those who are hardcore would have 100 times easier item finding about your game, this could be a top tier game, it just needs more time and hopefully diversity in puzzles beyond those that light-up, say colors of lights, may be patters that move with light in harder levels? I have a personal question, why did you go for turning all the lights off the cube instead of exactly same mechanics but where you would have to light all the dark ones?
I have changed the way the cube rotates and currently waiting apple to approve. I have also made the sides easier to see when lighting up. I have a couple of new variations including a very colourful one to come which I hope I will find time to do. I agree my menus might not be that great but I feel they are functional enough. I am not sure I will spend more time on the menus (as I am building my next game now). On the overall visuals I have actually received a lot of positive feedback with only a little negative (and I personally like them!) so they are staying I am not going to please everybody. There was something environmentally friendly about switching things off. I have actually thought about making it all on, or all off, either solves the puzzle. Thanks for playing and the detailed feedback!