2019 Easter Book Report

Hi folks, it’s time for my yearly summary of books read over the past year. (I know Easter is an odd time to do a yearly review, but I started doing then one year, so now I have to keep doing it at this time or my year gets all thrown off. )

Had a big year this year. Pretty sure this is the most books I’ve read in a single 12 month period. Total for this year was 38 books.

Here’s the list, in alphabetical order by Author surname:

AuthorTitle
Nana Kwame Adjei-Brenyah Friday Black
Isabel AllendeThe House of the Spirits
Belinda BauerSnap
Anna BurnsMilkman
Albert CamusThe Stranger
Peter CareyTrue History of the Kelly Gang
Paulo CoelhoThe Alchemist
James Fenimore CooperThe Last of the Mohicans
Mark Z DanielewskiHouse of Leaves*
Nick DrnasoSabrina
Graham GreeneThe Power and the Glory
Andrew Sean GreerLess
Imogen Hermes GowarThe Mermaid and Mrs Hancock
Maria Dahvana HeadleyThe Mere Wife
Tahar Ben JellounThe Happy Marriage
Jennifer Zeynab JoukhadarThe Map of Salt and Stars
Barbara KingsolverThe Poisonwood Bible
Cormac McCarthyBlood Meridian
The McElroysThe Adventure Zone: Here there be
Gerblins
Sophie MackintoshThe Water Cure
Kate MayfieldThe Parentations
Hope MirrleesLud-in-the-Mist
Ottessa MoshfeghMy Year of Rest and Relaxation
Naomi NovikSpinning Silver
Michael OndaatjeWarlight
Orphan PamukA Strangeness in My Mind
Sarah Perry Melmoth
Dorothy PorterThe Monkey’s Mask
Kevin PowersThe Yellow Birds
Ransom RiggsMiss Peregrine’s Home for Peculiar
Children
Leone RossCome Let Us Sing Anyway
Nafkote TamiratThe Parking Lot Attendant
Olga TokarczukFlights
Oscar WildeThe Picture of Dorian Gray
Charlotte WoodThe Natural Way of Things*
Non-Fiction
Clementine FordBoys Will be Boys
Don NormanThe Design of Everyday Things
Tara WestoverEducated

The * designates books that have been read previously.

Managed to get a few more books from South American authors this year, as well as a few more translated books. I’d like to try to read more translated things in the coming year. I also note that only half of these books were by non-male writers, so I probably need to put a bit more of a concerted effort into that.

I’m vaguely thinking of putting together one of those maps pages where people note countries they have visited, except I’ll use it to note whether I have read something by someone from each country.

Anyway, have a look through the list, let me know if there’s anything you’d like to try, or if you have any suggestions!

Mini-post: The Game Awards

Hi folks,

The Game Awards are on shortly, and I just want to take the opportunity to wish all the best to all of the teams and game developers that are up for awards this year.

It’s been a pretty wild ride for Glitch Crab Studios since we won the Best Student Game Award at last year’s ceremony. We’ve formed a company, sought funding and publishers, exhibited at PAX Australia, traveled to New Zealand and also continued to work on Level Squared!

So: Best of luck to all of the teams that are up for the Best Student Game this year. All of the nominees look fantastic and we’re more than happy to hand the mantle on.

And best of luck to our fellow Australian team Mountains, who are up for three awards for their great game Florence.

PAX Australia post mortem: Part 2

Hello again. Welcome to part 2 of this PAX Australia post-mortem. This week: our day-to-day operations, running the booth and bump out.


The three days of PAX all ran in pretty similar ways, so I won’t go into any specific day’s events.

I arrived at the Convention Centre by around 9am each morning, bringing along our two Exhibitor passes.

Once inside, I would pull the two laptops we were using out from under our booth (where they were locked away overnight), plug them back in to monitors, audio and power and power them up. I also connected the controller to each computer, after changing in fresh batteries.

Then I got Level Squared running on each computer and played through a couple of times on each to make sure that everything was working properly and set up right.

By around 9.30 the other team members who were rostered on for the morning shift would usually have arrived, and we would finish putting out the pins and lollies and business cards and so on that we had ready to hand out to anyone who showed interest.

While all this was going on, the crowd would be building up within the queue room next door. In previous years the PAX Rising section was located in around the middle of the exhibition hall, but this year it had been moved to be right next to the entrance from the queue hall, so it was the first thing that people saw as they entered.

It also meant that we could hear the noise from the queue as we were setting up. And they were a noisy bunch.

But here’s the thing about the people who get in early to get to the front of the queue – very few of them are there to see the indie section. People who arrive and line up early are there to get into lines for AAA games or to get tables in the tabletop section. So the first half hour or so after the doors open was a stream of people rushing past your booth to get further into the hall.

It was a bit of an anti-climax really.

BUT, once that initial rush had passed, people started to filter through more slowly. And from then on our booth was pretty much constantly busy. As I said last week, we had two computers running Level Squared, and they were in use basically the whole time. And there were usually at least a couple of people standing and watching as well.

Working the booth was pretty non-stop. There were always people passing by to talk to and engage with and try to get to play. One big difference I noticed from last year when we were part of the Swinburne booth was the increased interest we had from people.

Last year we were seen as a student project so a lot of people dismissed us out of hand and had no interest in seeing what we had on offer. Whereas this year we were in among all the other proper indie games and seen as a ‘real’ game. This also meant that I didn’t have to do anywhere near as much work to get people to stop and check us out which made me considerably more comfortable. I am not a fan of the hard sell and really don’t like doing it myself.


Our timetable for staffing the booth was set up so that there were always two people there, and that no-one was rostered on for more than half a day at a time and no more than two shifts across the three days.

This was very good because after about four hours of talking to people my brain would start to turn to mush so the fact that we were able to get away from the booth for a good section of the day was appreciated.

We had a few things to give away at our booth as well, badges, lollies and business cards. We had repeated our orders from the previous year for pins and cards, thinking that we were going to need around the same amount. This was quickly proven incorrect.

By the end of the first day we were about half way through the supply of badges, and we were already getting low on business cards. Fortunately we still had plenty of cards from last year, but it was clear that we had ordered nowhere near enough of either to address the demand. This was probably exacerbated by the fact that we were giving away everything for free.

We made this decision because we didn’t have the public precence to sell our goods, and we didn’t have any of the needed infrastructure set up to process payments. I think giving things away was the right decision, we just needed more of everything to address the demand. Lesson learned.


And at the end of the day, once the Enforcers had shoo-ed everyone out of the hall, we would shutdown and unplug the computers, store the computers beneath the booth and generally tidy up the desk. Then go home and take it easy before the next day.

I generally skipped all of the evening events during PAX. While there were plenty I would have liked to attend, I thought it was a better idea to take it easy during the night to ensure I was ready to go and deal with anything that might crop up during the day. This was probably over anxious, but I’m OK with that.


Next week: What we learned and what I would do differently next time – if there is a next time?

PAX Australia Post-Mortem: Part 1

Hi again everyone.

First off, sorry that it’s been a while since the last post. While I was busy and distracted by various other jobs and uni, I also got a bit disheartened with the blog and everything and took a bit of a break. That went on for a bit longer than I anticipated, and I got out of the habit of writing each week.

But I’m back now, and I have plenty to catch you up on!

The obvious big thing that has happened recently is PAX Australia, and we had a booth in the PAX Rising section!

(Disclosure: I didn’t take this picture. It’s from David Rayfield’s excellent article on Junkee (PAX Australia Is Video Games, Minus The Worst Parts Of Internet) go read it, it’s tops.) 

We were part of the Swinburne booth last year, so this wasn’t technically our first time showing at PAX. However, this was our first time out on a booth all of our own, and our first time dealing with all of the planning and logistics that came along with that.

For the next few weeks I’m going to write up some posts going over what we went through, what we learned and what I think we could do better if we ever do this again.

The Application

First of all, you need to apply to be part of the PAX Australia indie section. There’s a form to fill out on the PAX Australia website that covers things like team size, the game (or games) you are working on and the release window for your game. We completed this application in April 2018 and have been going through the planning ever since. I imagine if you work on a team that does a number of shows over the course of the year, you could have someone working full time just on arranging and organising exhibitions.

Once we were accepted for PAX we had to choose our booth size (the smallest) and arrange for payment. Fortunately this was offered in an installment program. We’re operating on whatever the tier beneath shoestring budget is, so the fee was a pretty hefty outlay for us. In fact, it’s been our largest single expense to date. I’ll come back to this in the final wrap up, but the fee to appear at PAX is going to be one of the big considerations in the final weigh up of whether this was worthwhile or not.

Planning

Over the six months between getting accepted to PAX and the show, we had to do quite a lot of planning and organising.

I’m going to leave aside the fact that we had to get our game into order and have a workable demo. Obviously that’s important, but that’s not what I’m going to concentrate on here. Basically, I’m going to go into all the non-game development stuff that we dealt with in preparing for PAX.

The longest lead time was ordering all of the things that we needed produced in time for PAX, things like our pins, business cards, shirts and so on – everything that had to be shipped to us. We successfully arranged for all of this well in advance and had everything arrive in time. We were pretty well off in this regard, as we had already had practice organising these things for the previous year when we had been on the Swinburne stand. In fact, we even re-used our shirts from the previous year and ordered a re-print of the same badges. So that all went according to plan.

I wrote up a small spreadsheet going over all of the bits and pieces that we were going to need to run the stand. And started to organise who was going to volunteer their gear.

In a bigger company this would be covered by the company, either bringing along their own things, or buying stuff once they arrived at an overseas exhibition. But, again, less-than-shoestring budget, so we had to use our own equipment.

Item Number Required Electrical tag required?
Computer 2 Yes
Controllers 2 No
Monitors 3 Yes
HDMI cables 3 No
Chairs 2 No
Power board 1 Yes
Keyboard 1 No
Mouse 1 No
Speakers 2 Yes

That’s the table that I put together to track what we needed, where it was coming from, and whether it would need to be tagged (electrical saftey tagged) once we were at PAX.

There are a few things that were left off there, I now know. things like batteries for the controllers, back up controllers (for if/when something goes wrong), spare cables and such. Also it turned out that chairs are provided with the booth, so we didn’t need to take those along ourselves (didn’t find that out til I had already lugged the chairs into town though…).

I ran into a problem with the HDMI cables as well. Our design was to have Level Squared playing on two computers facing out at 45 degrees, with a single monitor in the centre playing a looped video of gameplay footage to draw people to the booth. It didn’t occur to me in advance, but there was only one HDMI port on each of the computers that we had, so I had to get another type of cable to run the remaining screen. Luckily I have a big box of cables at home, so I was able to grab one of those and sort it all out.

Finally, we needed to work out a roster for the booth, to make sure that everyone had a go on the booth and that no one person was there for too long each day. This is probably the one time that our team being so big is an advantage. We were able to arrange it so that no-one was rostered on for more than a half day at a time, and no-one had any more than two shifts across the weekend.

But in all, our planning and organisation went pretty well and we had everything that we needed arranged pretty well in advance.

Set up

…Except that there wasn’t anyone available to help with bump-in. So I ended up having to do that alone.

Which wasn’t all bad. I didn’t have to deal with anyone else mucking anything up. Though it would have been handy to have someone to send off to get things, or to help lift some things.

But I’m not going to lie, I was feeling pretty tense. There were a lot of things that I could see going wrong and I started to get a little bit lost in all the problems that I was trying to solve without making too much advance on the actual booth construction.

BUT, there were a bunch of other developers around who were also setting up their own booths, some that I knew and others that I met there. And many people dropped by to say hello and see how I was doing and offered to help with setting up. And that was really great, and it made me very happy to be part of such a nice group of people.

So it all worked out alright. Set up took around 4 hours all up, including a trip into the city to buy speakers. And once I was done, the booth looked like this:

Now all it had to do was last through 3 days of PAX…


I’m already over 1000 words so I’m going to break this up into a few weeks worth of posts.

Next week I’ll go over our day to day operations, running the booth and bump out. And then the week after I’ll cover lessons that we learned and what I would do different next time.

See you then!

Play Tests and Responses

As I said last week, this week I’m going to go over what we do during and after play tests.

We ran another play test at the IGDA Melbourne meet up last night, so I’ve got a bit more recent data to use as examples for this post.


Here we are set up at the meetup last night.

Unfortunately, I only have a small laptop, so we weren’t as eye-catching as we could have been. But we were set up to face out into the room, so that people would notice the screen and be drawn over to watch other people play (and thereby be enticed to play themselves!). Ideally this would be done using a larger screen that was set higher so that viewer could see it over those playing, but the facilities last night didn’t allow for that.

However, this set up did allow for the player to be sitting down, and that meant that people standing behind were able to watch.

(This is a bit of a catch 22 for us. Level Squared is a puzzle game, so a lot of the fun comes from working out how to solve puzzles and progress. However, a person watching the current player will see the solutions and that reduces their desire to play. But at the same time, we need people to be able to see gameplay in order to be drawn in to want to have a turn. It’s a problem that I’ve never really managed to work out a solution to.)

At least, it didn’t seem to be too much of a problem last night, because there were a steady stream of players wanting to have a turn.

While people were playing, I would sit next to them and watch what they were doing, while also talking with them. I also took a bunch of notes when I saw things that needed fixing, or puzzle elements that were causing trouble, or when they said a particular thing was good or bad.

It’s super important to take notes as you watch people play. I’ve done the whole “I’m going to watch then write down my notes later” and it 100% does not work. You won’t remember stuff, you’ll lose a huge amount of feedback, and the play testing will be significantly less effective as a result.

Seriously, that’s my number one game dev tip – always have a note-book for play tests and always write down what you see as you see it.

Once I get home I enter all of these notes into a Google Doc that we maintain for play testing records. It breaks notes up into disciplines like level design, programming, art, etc so that we can allocate a team member to address it.

Then finally, we convert these notes into tasks and make a list so that we can allocate those tasks to team members to make changes to the game.


You can see that the second last note in the pad above says “Camera snap back is too fast”. That’s the note that I took as I saw it happening. This is referring to the way that the game zooms out while you are projecting, then returns to a regular field of view once you release the projection.

When I got home, the note I entered into the team note document was, “The camera snap back is too fast – many times players did not see where the projection was left before the FOV shifted back.”

Finally, this is converted into 2 task as follows:

  • A task for the programmers – “Make camera zoom speed controls public, so that they can be adjusted to a suitable speed for play.”
  • And a task for the designers – “Investigate camera zoom to find more comfortable speed for play”.

The we’ll adjust the camera zoom speed to a speed that we think is about right, and take it back out to test with people again.

And just keep doing that til we get it about right!


So that’s how we turn a play test into a success. Setting up properly, taking plenty of notes of what the players do, then turning those notes into actionable tasks that we can feed back into development.

It’s sort of like a conveyor belt that makes more work for us! Wait, that doesn’t sound as good as I thought it would…

Open Day Post-mortem

So it’s been a couple of weeks since the last post. Sorry about that. This was due to 1) being very busy preparing for Open Day, then 2) being very worn out following Open Day.

I’ll talk about both of these below.


First of all: Open Day went really well!

A choice of games!  

We were set up beside the Games and Interactivity degree information booth, so there were a lot of people over the course of the day who wanted to talk about the degree. What it was like, what was required to get into it, what were the job prospects at the end, those sorts of things.

Now it’s been … a couple of years since I finished high school, so I don’t have too many memories of going to open days. It was interesting seeing the different questions being asked by kids, versus what their parents wanted to know.

There was also a pretty steady stream of people playing Level Squared. Unfortunately I was so busy talking with people about the course, that I didn’t get a lot of chances to note down what I saw from people playing.

Finally there were around half a dozen people who spoke to me saying that they had been watching the Game Awards last year and had seen us win the Student Game award, so that was pretty cool.


All-in-all we were on show for around six hours. We also did set up and bump out before and after, as well as talking to people for the whole day.

I’m pretty introverted, so it takes a fair bit of effort for me to be out and about and sociable for that amount of time. And the outcome of this was that I was pretty much out of commision for the rest of the week, hence no blog post (see I called this a post-mortem cos I was dead tired, geddit).

It really took me most of the next week to work out that that was the case, actually. I spent the next couple of days feeling really lethargic and lazy, but didn’t make the connection until around Thursday. Up until then I was feeling pretty down on myslef for not getting anything done and for not acting on any of the feedback that we’d received. Once I finally worked out what was going on, I rested up and began to feel better again.

Anyway, the lesson is to work within your means, kids! It’s all too easy to work yourself into the ground and get yourself sick, so make sure you look after yourself cos it’s going to make you more productive and healthy in the long run!

It has also meant that there hasn’t been a huge amount of progress on Level Squared since the Open Day.

I’ve written up notes on changes that I want to make to some of the levels, but I might save that to go into next week.

However, there was quite a bit of good feedback from the build that we had, as well as a few silly bugs that we really should have noticed but didn’t. But, yeah, that’s a much bigger post and I’ll write that up properly for next week.


Finally, we have some public appearances coming up in the next weeks!

  1. A few of the team will be presenting a panel at Animaga this weekend. They’ll be on Stage 2 on Saturday from 1.00-1.30pm talking about our experiences as students and becoming a studio.
  2. We’re going to be bringing a build along to the next IGDA meetup on Tuesday for folks to check out and try to break.

 

Preparing for Display

This week we’ve had to take some time off from development in order to get ready for a public showing of Level Squared.

There’s going to be a number of occasions over the coming months where we’ll be carrying out public showings of Level Squared, and one thing that we learned last year is that it is important to get these right.

The absolute worst thing that can happen is having your play test or showing ruined by a faulty HTML cable, or a busted controller or some other peripheral that is entirely within your control (and yes, both of these things happened to us at public tests last year).

These early lessons have possibly left me a little on the paranoid side when it comes to preparing for shows. But after sitting in front of a television for an hour with a flickering, constantly resetting image of our game on it, I’m going to err on the side of caution.

So – here are my guidelines for preparing for a public showing (built up from experience as well as copying from more experienced game developers):

  • Be ready early.
  • Know where you are setting up. Scout out the location well in advance.
  • Know the equipment that you will be playing on. Ideally, all of the equipment will be your own. All the equipment will never be your own.
  • Test everything before any players arrive.
  • Have spares! Spare cables, spare controllers, spare builds on spare USBs. As far as is practicable have a replacement for every single piece.
  • If the area is not locked down (eg, IGDAM) try to get a position that ensures that your screen is facing out into the room/towards the entrance. This will ensure that people will see your game as they arrive.
  • Have something that will draw players towards your station. Posters, lights, sounds etc.

Feel free to steal and adapt as needed!


The event that we are preparing for at the moment is Swinburne Open Day. We’ve been invited along as one of their past success stories to try to get students to pick Swinburne when they graduate from High School. And that suits me, we got great support from Swinburne last year, and it gives us another opportunity for a public showing, for little expense.

Plus they called us gaming celebs:

However, it has meant that we have had to develop a new demo build.

Up to now, this year has been all about developing new content for the game with a view to a full length game. And that doesn’t lend itself too well to a demo. We don’t really want to put a player down in front of two+ hours of content. We’d rather cycle through a large number of players, while still giving them a taste of the full game.

So we’ve made a build out of a selection of levels from the full game which show off all of our new systems and mechanics, while still presenting around 10 minutes of play time. This has also required the development of a narrative specific to this build which is thematically similar to the full game narrative and tone, but delivers a much smaller story within the demo build.

And now that we’ve selected a suite of levels to show off, this week has been all about making sure that build will be stable and solid to ensure that we have a good showing, and that all of the feedback that we get is useful and actionable.


So if you’re free on Sunday 29 July and in the Hawthorn area, and interested in studying Game Development at Swinburne – come and check us out!

QA Passes and Fails

Level building has been a big part of the work that I have been doing lately. But that’s starting to wind down a little now and it’s time to go over everything that has been created and make sure that it actually works!

So this week I’m going to talk a little bit about Quality Assurance (QA), what it is, why it’s important, and how I go about doing it.


QA is the process of internally testing your game to make sure it’s ready for play testing. It is the process of playing through your own work to make sure it is doing what it should be doing. Basically, it’s the same as reading over a piece of writing before releasing it to make sure it’s saying what you mean, and that you haven’t left out any words.

Importantly, QA isn’t the same as play testing. They are two different processes, and they can’t be used in place of each other!

Play testing is putting your game in front of players and seeing how they interact with your game, and whether the systems that you have created result in your intended play. And whether that play is enjoyable.

QA is making sure that the systems that you have made work and have been implemented properly.

One thing I learned last year – if you don’t do QA properly, then you can’t do play testing properly. Because all the feedback that you will get is that the game is broken and that things don’t work. If you’d gone through you would have noticed this very easily on your own. And as a result, you don’t get any useful feedback on how the game makes players feel or if they find your systems enjoyable.

So, to summarise: QA is very important. QA is not the same as play testing.


What I’ve been doing this week, is playing through the levels that we have built and trying to catch and identify as many broken game elements as I can.

That second part is important too. Good QA doesn’t just identify that something is broken. It should really examine the problem, work out exactly how to replicate the problem and make sure that it is clearly documented so that whoever’s job it is to fix the issue can easily re-create the problem and work out what is causing it.

A well-documented QA report can save hours in bug-squishing time by narrowing down exactly where and when a problem occurs.

Here’s one of the issues I found last week. I noticed that in some circumstances, the player wasn’t able to complete projections properly. Instead of a proper projection completing like this:

It was failing to complete the projection, leaving a transparent copy where the projection should had been placed, like this:

Eventually I was able to narrow down the circumstances that would cause this to happen:

  1. The player had progressed to the point that they had learned to undo projections
  2. The player had died at least once within this level.

And from these notes the programmers were able to narrow down the cause of the issue and fix it.

This was something that wasn’t apparent while building levels, and yet would have resulted in a play test being totally wasted as players would have been unable to complete many levels. So it was very good that we found and fixed this!


So that’s a quick rundown on QA. It’s not as glamorous or as flashy as some design work, but it is 100% vital to making a good game.

And I can tell you that it can feel super satisfying to finally work out exactly what is causing your game to bug out at some point and pass on a really good bug report to your development team. And they will appreciate being able to quickly identify and fix a problem too! So everyone’s a winner!

Quick post: Happy Anniversary

Just going to do a quick post this week. Some of you may have seen during the week that I tweeted this:

It’s a little tough to pin down when exactly we started work on Level Squared, but it’s probably around about this time last year.

So, to celebrate, here’s a little selection of pics and highlights showing how the game has developed over time


First prototype:

First announcement:

Our first #Screenshotsaturday of the new layout:

The initial look:

The transition to black:

Our design style for PAX last year

And how we are looking today


So there you have a very quick overview of how Level Squared has looked and changed over the last 12 months. We’ve put in a heck of a lot of work to get to where we are now, and we’ve had a lot of help from a lot of people as well.

Looking forward to finding out what the next 12 months brings!

Introducing New Mechanics – Part 2

This week I thought I’d go into a bit more depth on the level and mechanic design that I’ve been doing over the last few weeks. This will be exploring in-depth the design ideas behind one of the new levels for Level Squared, the problems I’ve been looking to solve with the design, and the issues that I’ve been designing around before sending it off for play testing.


The level I’m going to be looking into will be Level 4.2 of the new progression. (You might remember from last week that there are five sub-levels within each larger area, so this is the second level within area 4).

This level is the second level where the player has gained the ability to cast projections themselves. They have been run through the mechanics of projecting, and had a chance to cast a few projections themselves. The idea behind this level is to give the player a lot more projections to play around with, the ability to project the same objects a number of times, and to get to know the limitations of projecting a little better.

But at the same time, they have not yet learned the ability to undo projections. This is a bit of a barrier. It means that I can’t make any of the projections vital or too precise. There’s a good chance that the player will project a block up against a wall where they won’t be able to interact with the block any further. If that block is required to proceed, then the level is blocked and the player would need to restart. I need to avoid that at all costs.

So those are our parameters. And here’s a view of the entire level:

The player will spawn at the bottom left, and exit through the green square at the top right.

You can see that the first thing that the player will encounter are the three yellow blocks that are blocking any further progress. The player has already encountered these types of blocks in previous levels, so knows that they are projectable. From the central platform, every projection angle will result in a successful projection. However, it is possible for the player to move to an extent that the projection is not possible. In this case the projection lines will turn red. As shown below:

(Eventually the camera will zoom out to show where the projected block will land. It’s just not up and running yet.)

Once the player jumps up to the next level, we can see that it is possible for the player to block their way forward with one of their projections. However, there is plenty of clear space beyond to ensure that the player can project again to clear the block out of the way. In addition, the player can climb to either the right or left side of the level, so even if they block one side and don’t think to project the block away, they can still climb on the opposite side.

And you can see that this is repeated the whole way up the level. The player always has multiple paths forward.

Another consideration is the use of the blocks as stairs.

The player can cast the yellow blocks into a set of stairs that they can use to leap up to the next area:

However, I have made sure that all of the jumps within the level are able to be completed by the character without requiring that the blocks be used as steps. If the player projects the blocks too far away, or into the wrong position, they will definitely still be able to progress. And if they cast the blocks into stairs, they can use those to jump up and feel very clever for solving the stair puzzle!

Finally here’s a video of me playing through the level in a pretty inefficient manner, making sure I can’t break or block anything and still make it all the way through – enjoy!