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COGMO's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #8 | 4.472 | 4.472 |
Fun | #15 | 4.139 | 4.139 |
Presentation (graphics, audio) | #22 | 4.500 | 4.500 |
Originality | #38 | 4.139 | 4.139 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
COGMO centers around switching between 2 modes in order to complete puzzles: a 2D mode and a 3D mode. Each mode allows you to accomplish different things. Your goal is to collect all the cogs in each level.
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Comments
I think this might be the most beautiful game I've played this jam, the artstyle is just a complete success. It also controls wonderfully, which is so important for a dimension-hopping game. The puzzles are great too, and overall I just had lots of fun. After reading another comment I realize that I also missed the tutorial about being able to move the camera, so I brute forced my way into finding the cutout on level 4, but that's my fault. Great job on this game, I would sacrifice everything for dear sweet Cogmo
Aaa thank you so much! And I really need to implement that tutorial graphic better. Thanks for playing!
you did the thing! THE puzzle idea! very solid execution on this. I'm sure lots of teams thought of this but probbably would have been intimidated about actually implementing it. great job. my ONLY gripe is that on level 4, theres no shadow / guide to help the player line up with the hole, so you're just trial-and-erroring the right spot, which got annoying really fast
Thank you! Yes it is an absolute headache to develop and I can’t wait to work on something that doesn’t use this gimmick. Regarding level 4 - I’m curious, were you able to rotate the camera to face completely top-down? I know someone else missed the control indicator in level 1 for moving the camera (move mouse or right joystick), is that what happened in your case?
i forgot i could do that lmao. Disregard my critique then, its a perfect game
Very cool. Reminds me of the perspective switching mechanic from Super Paper Mario but for puzzle solving instead of exploration.
Very cool. Reminds me of the perspective switching mechanic from Super Paper Mario but for puzzle solving instead of exploration.
I like the concept its quite fun
The presentation is great but I think 3d mode could use shadows or something to help understand the perspective
With the first ball puzzle i actually tried rolling it at first and eventually assumed that might be used for a later puzzle so I did get the logic for the final puzzle but dismissed the solution because it seemed too tedious to execute
Its also easy to get crushed in 2d because it lets you walk under moving platforms that you shouldn't be able to fit under
Still I would like to play more puzzles, good work!
Thanks for the feedback! There are shadows in 3D but they are pretty subtle and they are intentionally long so they stretch across the ground, I’ll see if I can get better shadow contrast. I’ve realized that a lot of people tried rolling the ball in the first ball puzzle which isn’t something I wanted players to get stuck on. The simple fix is just turning it into a cube since I didn’t mean to bait people into thinking rolling was part of the solution. And the final level is straight up not well-designed, It’s going to get overhauled. Thanks again.
Adorable 3D art and a great take on the "Mode" theme. I liked how the platforms displayed their purpose. The music was nice to listen to. I am impressed with the way you designed the levels with the different 2D and 3D modes, it's a good amount of challenging and fun to complete!
I think shift instead of tab would be more comfortable to switch between 2D and 3D mode.
Thank you! And thanks for mentioning the Tab thing, you’re the second to mention it recently and I have changed it to Shift (but that only matters if I keep working on this).
I don't think it has to be stated that this game has impeccable presentation, but the puzzle mechanics are also really cool! The perspective tricks and different abilities based on it are really novel and make for some engaging systems. It must also be stated that the graphic design in the game is actually really conducive to understanding the rules and mechanics, ie the outlines being climbable with Cogmo's triangular treads that face forward to imply verticality in addition to forward movement, and the red parts of the level showing you what's hidden in sidescrolling mode. Really intuitive design that makes for a cool experience. Would be really interested to see where it's taken if it goes any further!
Also wow I can't believe I forgot to comment on this for so long, I am a fool. :']
Thank you for the nice words. You’ve been going through a volume of games on stream (and really dedicating yourself to finishing them!). Awesome of you to interview/highlight devs as you have been doing, and it was a pleasure getting to be on stream. It’s invaluable getting to see someone playing your game in realtime.
I have some interesting ideas but omg it’s such a nightmare to program mechanics that work seamlessly in 2D and 3D 😭
Neat! I like how it switches from 2D and 3D.
Really neat puzzle! The switch between 2D and 3D is really smooth! It's a bit hard for my hand use tab to switch especially in timing based puzzles. I really love how much the puzzle plays around its mechanic including the one with reset button for the ball. Really clever. Loving it!
Thank you! And yeah I suppose Tab is a bit out of the way, do you think Shift would be more comfortable?
Cute and interesting game! I've seen a couple other games do 2D/3D modes, but this one implements it a bit differently (having what the camera see in each mode be the true ground) which I like.
Hey! I played this on another computer that can run Unreal Engine and I love this game! It's super cute and creative and gives me fond memories of games like Fez. The puzzles are really well made but are a bit on the hard side for sure. The last one stumped me for a long time just because I assumed there wouldn't be any dexterity or timing challenges as part of the solution.
One of my favorites of the Jam.
I remember you mentioning that you couldn’t run UE games on your computer so I’m glad you went out of your way to do so! Thank you for the kind words. Yes, there’s quite a few design flaws with that last level and I’d love to redesign it. Thanks for sticking to it!
Happy I saw this on stream, great game overall. Top notch presentation, and the puzzles are amazing. Great job, I'll be looking forward to future iterations of this.
Very very cool game. I loved the aesthetic and the controls felt tight. Really good use of the ortho camera, it keeps things looking really crisp. It’s a nice touch that the bulldozer looks like a pixel art character from the side.
I managed to break the camera a bit after rotating a bunch of times, you may consider adding a clamp to the rotation value before it gets fed into the camera (also for the life of me I could not figure out the solution to this level!):
Thank you! And you are the second person I’ve seen run into that issue haha. If I keep developing I’ll add a slight clamp as well as an option to reset the camera in-game just to be sure. And I will definitely redesign this level!
Sleeper hit!! They somehow did Captain Toad better than Nintendo in 1/100th the time. Well done.
Amazing game, can't believe this is just a jam game. the presentation is awesome, and the gimmick is so good it's crazy. it works amazingly well and the possibilities are endless. i've got to be honest though, puzzle games are taxing for my little brain and so when i saw all the moving parts in level 6, i just gave up lol. but if i had more time dedicated i would definitely play 100+ levels of this. awesome job!
Thank you! I absolutely understand, that level does have a lot of moving parts (literally and figuratively) and if I continue development I’ll do what I can to make sure levels are more readable.
Great idea and great execution! It reminded me a lot of Captain Toad: Treasure Tracker. Being able to create this in such a short time is very impressive
Thank you! I’ve had many people tell me this game is like FEZ but you’re the first to mention Captain Toad, which was equally inspiring if not more for this game. In fact I don’t think I would’ve come up with the idea for COGMO if it weren’t for Captain Toad.
This is really great, I remember when I saw the first gif of the 3d mode activating in discord I was mind blown. The core mechanic reminds me a lot of Super Paper Mario, makes me wonder how we never saw a puzzle game in that 2d/3d swap style until now.
I had to give up on the second ball puzzle. I almost gave up on the first ball puzzle but I finally figured it out. For a long time I was trying to get a bounce-off-the-wall to get the ball to hit the switch twice style approach but that turned out to be a red herring, and I'm glad the physics didn't allow me to get "almost there" since that would have been more frustrating than finally realizing "ok, the ball just doesn't bounce back when hitting walls, that's just how it is."
The real approach to that first ball puzzle was definitely a great example of divergent thinking. I'm better at puzzle games where you can slowly build up a solution from less complex parts but this game demands very creative solutions, which I imagine is harder to design but leads to a bigger "aha moment", unfortunately I couldn't figure out the next level but I'm betting it requires a similar creative synthesis of all the elements that I just can't think of yet.
Thanks for playing and for the details, I’m always curious to know the specifics of how people fare so I can improve. I’m glad you stuck it out and got as far as you did. I know the first ball puzzle stumps quite a few people but I think it’s a fair challenge. On the other hand I’m not particularly happy with the last level and I can’t fault people for not clearing it. Now that you mention it, it’s a case of exactly what you said—the physics almost allowing people to do something, but not exactly as they want it to, leading to frustration. It’s the only level that actually requires physics simulation and if I continue development I’ll take that in much heavier consideration. Thanks again!
This is a very fun game! I'm impressed you were able to do this in 2.5 weeks! Lots of interesting puzzles and love the mechanic of swapping between 2d and 3d
COG GET!
Really nice implementation of a simple idea with clean simple visuals. Wish there was a better indication of where I was in the orthographic view (I kept missing the hole in that button level!) but no real complaints aside from that. Nice game!
Thanks for playing! Just curious, were you able to rotate the camera to be top-down in that level? That’s what is intended and I’ve seen people do that, so I’d like to know if there’s some issue I haven’t seen yet.
I thought it was a fixed perspective :P that explains a lot, thanks!
Thank you for letting me know! There is a graphic showing the controls for moving the camera in the first level but it looks like I might need to make it more apparent. The power of playtesting!
Super fun title, the visuals are awesome. I also struggled with that second to last puzzle, but it was def doable. Overall, one of my favorite entries.