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How does your game represent "Power"?
WHL-B0 relies on his power meter to do pretty much anything (moving, jumping, carrying, blasting, etc.)
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Comments
presentation on this is awesome! really pretty and nice music. block-moving mechanic is really well done too, good puzzle design and the controls are smooth, nice work
A very pretty game. Would have benefited from having the controls more accessible but once I figured it out I had a blast with the puzzles.
Thank you! Yeah, one of my big takeaways from this jam was the importance of "order of implementation", so to speak. Definitely went in for polish too early and was left scramblin a bit on fundamentals like testing controls, making more rooms, adding controller support, etc.
Love the music! The controls were a bit confusing at first, but after a while it does feel quite intuitive with the climbing and carrying. Also very chill and puzzly vibes, but I didn't get quite far unfortunately, at the 3 box stacking to be exact - I kinda got stuck there. The energy/timer mechanic also made it so I wasn't really able to think out the stacking in time, making it reset and I have to repeat it over again.
In any way, great work!
Thank you! It was definitely a struggle to balance giving the player enough power to explore the "puzzle space" while still maintaining the importance of resource (power) management. I feel like there's either an interesting sweet-spot or some added mechanic that solves that issue, but I couldn't quite pin it down. Maybe something like a "visualize"-mode (w/ no energy drain) to try stuff out, and an "actualize"-mode (w/ energy drain) to actually solve it?
The art style and music is very good. The power meter makes efficiency and optimization addicting.