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A jam submission

Draw game PrototypeView game page

Fun when draw thing
Submitted by Wackytoaster (@wackytoaster) — 2 days, 2 hours before the deadline
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Draw game Prototype's itch.io page

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Comments

(+1)

Very cute game. Mechanics reminded me of "Max & The Magic Marker" (took me a bit of time to remember the name). Except yours is much tougher due to physics - I wouldn't have been able to solve the majority on my own. Or it would've taken me a long time. I reached the "cans of paint balancing on the ruler" level.

Graphics are simple yet cute, love the fact that paint is left on the stage after every single action. I very much dig the mechanics, and addition of different properties for the drawn lines is a nice touch.

I didn't expect this to be a puzzle game, but I liked it quite a lot. Good stuff!

Developer

Thanks for playing. I'll probably make the beginning easier/slower since some of the levels are pretty tough.

-Aesthetic is great, very cute.

-Painting is fun, though it feels kind of odd how small the physical lines you draw are. Makes it a lot less expressive than the huge paint blobs make it seem. [later] nevermind, I see that it was just a limitation for the tutorial. That said, it feels a little lame that all colors of line do the same thing. Then again, it would be annoying to cycle through them as is.

-Spike level is quite good, how at first it looks really hard but then you figure out you can just make a sled to ride the sea of spikes. 

-On the contrary, the level after with the springy paint is weird. I don't really know what I'm supposed to do to get enough height for the 2nd hurdle. To get past it, I did some hacky method of pushing the big paint can down, placing a spring on it, then making a 2nd spring midair and bouncing on that to make it over.

-Floaty paint was alright, but it felt a little odd since you can't close loops, so my bubble almost fell apart several times while descending.

-Got past the first button level. I will say, it'd be nice if there were some UI to tell you how much ink you have, so you don't have to experiment to know.

-Got to the next level, is this the first time where you can have 2 full lines? If it was in a previous level, I didn't notice. This should definitely be more obvious. [later] I replayed and it was shown off in the 2nd level, woops guess I wasn't paying attention.

-Would be nice if the restart animation was uniform length, so it doesn't take so long to restart if you're far from the start.

-Level with ruler, it wasn't obvious at all that the dotted platform only interacts with paint lines. At this point I stop, I can't figure how I'm suppose to catch then move, or else launch the big paint can with only one line.

Pretty good puzzle game,  it could just use some UI, main menu, etc. Biggest thing that felt odd is how you had to just test the paint to see how long it is, how many you can do, and what special property it has. It would be nice to be aware ahead of time, though I assume each of those types will be their own puzzle set.

Keep up the good work.

Developer

Thanks for playing. In the springy level you should be able to gain enough height just by using the springs. They work like trampolines, where you can jump right when they recoil to gain more and more height (up to a point). And yeah there's plenty missing in terms of explaining, I will add better introductory levels for new mechanics. And probably some kind of UI for what type of paint/how many lines etc.

Submitted

the spikes level filtered me hard
great job

Submitted

Just a heads up, Windows flagged your file as a virus. Had to go into Windows Defender to bypass your game.

Took me a second to understand what was happening in the tutorial, but it was clear how the game worked after that. The art is super charming, I love how the map gets covered in splotches over time (including the ones from you dying). It's weird how the game doesn't tell you how many lines you get per stage, it's not a problem per se but it wouldn't hurt to give that information to the player. 

I got through most of the puzzles with relative ease, but the one with the button that you need to pry open took me an embarrassing amount of time to get. I can't help but feel like I cheesed the HL2-sewer-puzzle-but-it's-a-ruler room, as I just stacked vertical lines without actually doing the puzzle. 

All in all a very nice game, if you could port this to mobile you'd make bank but I can see it being difficult given the controls.

Developer

Thanks for playing. Yeah I've noticed that across a bunch of games this jam they all get false positives from windows defender. I will add a line counter of some sorts. As for the cheese, yeah that's a thing that's just possible to do, I think I'll add some kind of zone to the game that destroys drawings to help a bit with that but I'm not entirely opposed to the idea of that just existing in the game to some degree. I pondered if I could make it required for some kind of end-game meta-puzzle but obviously I don't want the players to be able to cheese half the levels by making flying machines (those also exist) and jumpcheese. The game actually runs fine on mobile and controls pretty well, but I'm not 100% certain on what publishing route I wanna go with this game. I kinda dislike mobile to a degree.

Submitted

Nice art and music, although the controls feel a bit off to me. I personally would prefer space to be jump, and LMB to be the draw button. Some of the puzzles are nice, but as others have pointed out, it can be hard to tell if you're doing things the "correct" way, or if you're just cheesing your way through.

I enjoyed this. Thank you for uploading.

Developer

Thanks for playing. I will probably add key rebinding further down the road so everyone gets their favorite control scheme. I'm kinda curious though what level you think you're cheesing. The only actual cheese are "flying machines" and "infinite jumps" and I'm not 100% certain if I can prevent either without also neutering some intended mechanics. (Will play your game in return tomorrow)

Submitted

The third level in particular (with all the spikes) is what I felt like I "cheesed" through. I just built myself a sled and walked across the spikes. Again, that could be the intended way to solve it, but I'm not sure.

Developer(+1)

That is the intended way. The level is actually called "boat" in a file the name just doesn't show up anywhere.

Submitted (1 edit)

I love your game's aesthetics. Is making a sled in the first death spikes level the intended solution?

Developer(+1)

Thanks for playing. Yes, that is indeed the intended solution. (Will play your game in return tomorrow)

Submitted

Wow this is really polished and fun to play! I'm not sure what to complain about. I guess some of the puzzles felt like I forced the solution and I wasn't 100% sure if that's the intended way to do it. I also skipped a few, too difficult for my smol brain. In some stages you could have multiple drawings on the screen, in other you could only have 1 at a time, would be nice if you can tell somehow. Would also be nice if you can switch between different physics for your drawings in future levels. I didn't find any ways to break it or any performance issues. Good job!

Developer

Thanks for playing. All ways are intended... sort of. It's hard to really get rid of the cheese with the physics stuff and I think I'm ok with it mostly. I'll add something to indicate the number of drawings available and maybe also what kind of physics. Switching physics is something I have planned for future levels.

Submitted (3 edits) (+1)

It won't load for me. Tried from Chrome and MS Edge.
Edit:
I've played this for ~1 hour.  Very polished for a demo,  I love the style. Just running around is already very satisfying.  The art is very well done. Incredibly unique take on the genre, usually they make it so you draw on your phone / use your mouse, but nobody expects this kind of a game to be a platformer. Being unable to fully control the painting process (which obviously results in a mess) adds to the charm. However my old PC had some performance issues, specifically with the floaty strokes. I also had to skip 1 level since i'm too much of a brainlet. Found 2 secrets though. Overall, very cute.

Developer

Weird, it just worked earlier but now it doesn't. I turned it into an exe for downloading now.

Developer

Thx for playing. Yeah the floaty thing has something silly going on that I'm not 100% certain on how I'll actually fix it. I can adjust some values to make it impact performance less, right now it's cranked up all the way, but realistically I'd wanna change something more fundamental and I'm not sure if I can make that work. Maybe I can shove it into a different thread to save the performance cost...