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Logic Breakers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best Music and SFX | #2 | 3.727 | 3.727 |
Best Use of Theme | #3 | 3.818 | 3.818 |
Best Graphics or Art | #3 | 3.636 | 3.636 |
Overall | #3 | 3.727 | 3.727 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was fun and got big MYST vibes/flashbacks of the controls in the submarine.
While not having a ton of content, the overall idea and the amount of polish makes me feel like this really has some legs and could be a lot of fun if expanded upon!
It fits the theme pretty well and took me a few seconds to figure out what was going on. It somewhat reminds me of "Keep Talking and Nobody Explodes"
Thanks. That's right! I wasn't specifically thinking about that game when I made this, but you are totally right. Maybe I was inspired subconsciously in some way. In general I love games like that, and escape rooms, etc.
I like the approach to the theme. I think this encapsulates the feeling of "what does this button do" the best out of any of the games I've tried but obviously there's not much "game" built around it. Would love to see it explored further!
Thank you. I wish I had more time. I had two or three more levels roughly designed, but didn't have time to code them :-( Maybe I'll try and complete that at some point though.
I love the sound FX and the fact this used the optional restriction!
Awesome, I'm glad you appreciated the sound!
This is pretty cool and I think be great to expand on for a larger puzzle game! For a proof of concept, it was interesting, and I liked the idea that you had to figure out the correct combination of buttons to press in order to make the red button do something. Maybe there could be more modules or buttons on a device that you had to figure out the uses for. Would love to see an expansion of this idea :)
Thanks. I loved your game as well. I did have more modules/controls designed, but unfortunately didn't have time use them in the game. My initial plan was to actually generate the levels procedurally, so I spent more time upfront building the individual components and logic after I created the PoC.. and then didn't have the time I thought I would to get it working.