I had an issue with the pc version launching like halfway offscreen but I managed to play a few levels. Loved how brain busting they became. Also I absolutely loved the monkey's face smushing into the wall. Audibly laughed out loud when I saw it.
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Wonkey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #411 | 3.741 | 3.741 |
Overall | #1015 | 3.358 | 3.358 |
Originality | #1203 | 3.167 | 3.167 |
Adherence to the Theme | #1319 | 3.167 | 3.167 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thank you for reporting! You played under... Windows? Using which resolution? I think I might have messed up the settings, when exporting, so the game is always 1920x1200 pixels large, no matter your actual resolution - will address this in a future patch! Glad you still managed to find some enjoyment in my game!
Aw damn! At the end of the last level I thought "aw maaan the next level will be definitely tricky, with those key devouring portals" BUT there was NONE! "Worse than GoT!" - yes! :D
Ok, this is a really nice puzzle game! Actually metrovania in a nutshell, with slowly raising difficulty and clever arranged dependencies. I liked it. Well done!!
that was pretty cool. the puzzles increased at a pretty nice rate. I didn't beat it all the way b/c I'm about to pass out and go to bed haha. probably not the best time to play a puzzle game. but overall it was pretty fun and challenging
I actually like the little added touch of venting your frustration on a puzzle by having the character bonk their head on a wall x) It's a solid concept and can definitely see that you had more ideas and mechanics you wanted to build upon towards the end, keep it up !
Thank you for the kind words! :) I plan to release some updates to the game in the future, that explore those other ideas and mechanics a bit more. However, I'm not quite sure yet if I will stick with the only one key per color theme. As others have already pointed out, as of now this is basically a limitation without meaning (in terms of gameplay) - and I haven't yet found a solution to fix that... :(
Yeah, I was sad to the core for the next few days, that the lock did not explode, whenever I unlocked my flat's door. Well, not really. ^^ While the exploding blocks were mostly the result of limited time, I really like how it turned out and have to agree, that it makes the gameplay more satisfying. Probably will keep it this way. I'm also happy to hear that you like the tutorialization of the portals. Heard from multiple people that they didn't get it, though. So I'll probably will tweak it by letting the player pick up one key per color before walking through the first portal, so it really becomes crystal clear, that a portal destroys everything but the own color.
Thank you for playing!
nice job! satisfying puzzles that really emphasize order of operations, but aren't TOOO hard at least the first few that I had time to play.
Thank you for playing! As of now, there are only a few levels. So chances are good, you played most of them. :D I'm a bit afraid, that the strong emphasis on the order of operations might overwhelm certain players though. Especially if I expand this game with further, more complex levels. Basically you have to manage the whole game in your head, which can quickly become frustrating...
Congratulations on #6 in the "Originality"-category - you deserve it! Liked your game a lot!
The design of the puzzles is interesting because the core concept of the game makes each key to be important. So the player has to worry about how to use each one. The animation of the monkey hitting the walls helps with the immersion. I liked the music but I'm not sure if it matches well with the game.
Thanks for playing our game Mocho VS Mostros.
Thank you for playing! Sadly the limitation to only one key of each color turned out to be mostly meaningless. :( Still scratching my head about this. Glad you enjoyed my game anyways. The music will likely get an overhaul, it was added last minute to the game and produced in under half an hour - and given that, I'm pretty pleased with it. :)
While this adheres to the theme by only being able to carry only one key at any time this has NO gameplay consequences since you can always backtrack to get any keys laying around. Thus there is no difference to just having them in your inventory.
This means being able to only carry one key is nothing but a annoying gimmick.
Other then that I quite like the maze like puzzle character of this game :D.
True, BigFraudBigFraud pointed this out as well. Honestly didn't notice that before today. ^^' I will think about this in more detail and (hopefully...) come up with a solution, that integrates the "only one"-aspect as a mechanic instead of only a nuisance.
Thank you for playing!
I liked the idea.
Holding only one key is cool. Maybe I would have included portals, bridges or some other way to connect two dead ends or including switches, but I know that ther's lots of time limitations, so it's a really good game for having such as small time. Specially making a puzzle game, that requires such great skills.
Congratulations!
Here's mine if you can spare some time playing it. Many Thanks:
https://itch.io/jam/gmtk-2019/rate/463337
The puzzles are wonderfully designed! It's been a while since a game actually made me think! It reminds me a lot of those really old school Zelda games from way back in the day! Great job!
However, I think that only holding one key of a colour at a time doesn't really add anything to the game and actually creates some moments where you have to needlessly backtrack, like in the 2nd last puzzle.
With the nature of how the puzzles are currently designed being only able to hold one is more of an hindrance rather than an interesting design decision because it's not really necessary. If you were only ever able to hold one key of any colour at a time then it would correspond better with the theme.
That being said, I don't think it's a bad game. I think the puzzles are great and fantastically designed, but the theme wasn't integrated that well.
As someone who isn't very good at coming up with puzzles as you saw in my game (https://bigfraudbigfraud.itch.io/gmtkjam2019), I have mad respect for the puzzles you have here because I wouldn't have been able to come up with anything like that myself!
Great job!
Fair criticism. Actually I'm amazed you're the first one to point that out to me! I think you're spot on here and I felt that something was off as well, even though I could not quite pinpoint it so far. Certainly will try to improve the overall design regarding this, thank you for the valuable remark! And of course: thank you for playing and all the kind words apart from that one issue! :)
really good even though it has simple mechanics it stay interesting, sadly the last level introduce a mechanic that ended up to no challenging puzzle :(
would love an extended version 5/5 5/5 5/5
Nice game with a lot of clever puzzles! Though I believe it would be more fitting to the theme if you could only hold one key (of any color) at a time. But that might make your puzzles less interesting..
I see you also had problems exporting your Godot game to chrome! I first tried the download version for windows but I couldn't move the window so the left part (where you see your key inventory)
I agree that only one key slot would have been even more fitting to the theme, but I found that too limiting (to be honest: I also found 4 keyslots to be quite limiting still :D). However, this game shows that it's by no means impossible - give it a go as well, if you find time!
Yeah, never even bothered exporting my games with Godot before this jam. So all I did was hitting the export button on the presets, hoping that it would work. Turns out: it didn't. :( At least not for anyone. May I ask what resolution you used on your windows machine? The game's resolution is 1920x1200 and not setup to strecht (or shrink) in order to fit the full screen. I would guess, the problem you described might be caused by this. I'll try to fix that issue and take a closer look at Godots export capabilities once the jam is over.
Thank your for pointing out that issue! And of course: Thank you for playing! :)
Yeah, it's hard to work around such limitation. Thanks I will check it out!
My resolution is 1920x1080, the problem was that the game window was being rendered partly outside the screen making me unable to move it. Something like this: https://i.imgur.com/Vr9NIxc.png I did not have that problem with other games.
Great game, the only minor thing I don't like, is the wallbump animation, it felt too long, split seconds matter! :D
Thank you for the kind words. :) Unfortunately the HTML5-version (which has been automatically exported from the Godot engine) seems to be bugged for some, especially when using Chrome/Chromium. I'm using Firefox, so I didn't notice at first. I added a disclaimer regarding this on the game page now. To everyone reading this: Please consider the downloadable version, which is (hopefully) glitch-free.
I enjoyed the game. The levels were really clever. My biggest complaint was that you are stuck in an animation when you bump into the wall. It was kind of annoying. Other than that it was a lot of fun and required a lot of thought to complete the levels! Good work.
Yeah, the animation is admittedly a bit too long, given that it cannot be canceled. Also the movement can feel a bit clunky at times, which will results in a few unwanted wallbumps as well. Definitely have to find a better solution for this after the jam: right now it takes place on a grid with cells of size 64x64 pixels and the player position is linearly interpolated between start and end over one fifth of a second, where the game will ignore any other inputs. Thank you for holding out anyways, happy to hear you enjoyed the puzzles!
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