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A jam submission

The Quantum MechanicView game page

Solve Puzzles, Dodge Deadly Lasers, and Uncover the Mysteries of This Rogue Planet
Submitted by nhday — 2 hours, 7 minutes before the deadline
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The Quantum Mechanic's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#142.6152.615
Presentation#142.6922.692
Creativity#152.7692.769
Overall#162.6922.692

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Was the majority of the art made by your team?
All Assets Used in This Game Were Made by our Team Specifically for This Game Jam After the Theme Announcement (Art, Music, and Code)

Was the majority of the music made by your team?
All Assets Used in This Game Were Made by our Team Specifically for This Game Jam After the Theme Announcement (Art, Music, and Code)

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Comments

Jam HostSubmitted

This is really impressive for a jam game! The cohesive gameplay complete with features that progress in difficulty is well-done, and the art and music are great! Having a fully working and non-janky dialogue system is also quite impressive. This has a lot of potential if you keep working on it!

Jam Host

I had a lot of fun with the laser puzzles! I really appreciate the lore you've built for this game, it makes the world feel complete. I personally wasn't a fan of the combat - it felt awkward going between combat/puzzles, and the combat itself just isn't super engaging (I found that I could just get up really close with the grenade guys and they wouldn't be able to hit me at all). I think it would be cool if the "combat" was more of like a puzzle - like for a boss, you could have it shoot lasers and you'd need to arrange mirrors in such a way that it hits itself. Overall, cool game!

Jam HostSubmitted

This is a pretty feature-complete top down game, with combat, puzzles and lore, so there's something for everyone in there! I like that lore is generally optional to engage with and you can go through the world at your own pace, and honestly even the combat is optional if you choose to just try to navigate through areas as fast as you can. This can be a good or bad choice depending on how you want your game to feel. The fact that mirrors can bounce off what looks like their back side took me a couple seconds to understand, which may be due to the sprite appearance, but it is overall easy to grasp. My biggest gripe was with the level with all the doors, as that personally felt a little tedious to get through when you don't know the path beforehand, it just becomes a lot of waiting and trial/error, especially since the animation cooldown is quite long, and it doesn't require skill or thought by the player so much as luck and experimentation. Still, I liked the laser puzzles, so it could be just personal preference of what people enjoy as puzzles. 

Developer

Thanks for the feedback! We will be adding in forced combat encounters for mini-bosses and bosses, so the player can run past enemies to quickly solve puzzles but will eventually have to fight. The teleportation maze might be made optional to save the player time, but give them a power-up and access to lore terminals if they choose to explore it. Also maybe it will be better to add in something clear for the player to do in each of these rooms so their time doesn't feel wasted when they get into the wrong one. We will also make it more obvious to the player when they are able to teleport again and add in a robot to tell them that they need to rest between teleports. All of these problems will take a few more cycles of design and playtesting to figure out exactly how we want it.

(1 edit)

What a fun little experience! I'm glad to hear that y'all are planning to expand this even more, it has some good potential. The fun puzzles intermixed with lore snippets was a good balance you struck. Always love some good mirror laser puzzles, but I would suggest to create two more sprites for the mirrors so you can rotate all the way around as opposed to just side-to-side. The auto attack was also a clever way to limit the control scheme, but I did find myself being able to run by most of the enemies. I think having doors that lockdown so you're forced to deal with the enemies before moving on would be good, and of course different enemy types! Overall I had a enjoyable time playing this, I wish thee luck with continuing this project :)

Developer

Thanks for the feedback! I think switching to a four sprite visual for mirrors will be great. I do want to focus on danger avoidance more so than fighting, but we can still add in a few forced fight sequences. I think the auto attack system will look best in a boss fight where we have the player focusing on avoiding reflected lasers and projectiles while the boss's health ticks down.