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1 Slot Wonder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #53 | 4.619 | 4.619 |
Overall | #125 | 4.222 | 4.222 |
Design | #215 | 4.000 | 4.000 |
Originality | #374 | 4.048 | 4.048 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Pretty dang cool design! I always like a game that gives me a yeet button, and this one is no exception to that rule. But seriously, this is a pretty well made game. Gotta love the feeling of juggling more than you can handle. Nice aesthetic, and the existence of the spring boots made me feel more like I actually need to remember to go back for things when I'd usually just dawdle along until I hit a wall. Nice work and a fun game!
Thanks so much for the kind words, I appreciate you playing! :)
I absolutely loved the style and game design :) Nice job!
Thank you so much!! :) Appreciate you playing
Beautiful game, nailed the aesthetic and the music. Took me a _long_ time to work out that my cursor was directing the throw mechanic, which was a bit of a head scratcher. But I got it eventually!
I would have liked a way to recover from throwing my jump boots out of reach though.
Thank you so much for playing and your kind words! You can press Q to undo throws and get your boots back, I should have made that clearer in the game. <3
Ah, I see! Maybe a little "Q" above the item when it comes to rest.
Spot on! I recorded while I played and commented, here's the video for you :)
https://youtu.be/XX4DVDTTsr8 (it's still processing)
Wow, thanks so much for the video and for playing!!
You're welcome! Thanks for the fun game :)
Nice take on single slot inventory! Made for some good puzzles. Controls were nice and responsive too. I had a few issues - if I clicked the red button then the game just crashed! I also accidentally forgot my jumpy-booties a few times and forgot there was an undo button... ...so that was my fault haha. Lovely job!
Thanks so much for playing! The red button is quit, lol (I made it more obvious in the patch). Thanks for the kind words <3
Oh god ... how did I not realise that haha. I thought it was picking your player colour or something! My bad :D
Awesome game! This is definitely one of the better single inventory slot games I've played so far. Managing the inventory feels more like a fun challenge and less of a chore, and the puzzle design is impressive for being done in under 48 hours.
Thanks so much, I'm glad you liked it! I'm glad it doesn't seem like a chore, I tried to make it fun because I knew it could get tedious. Stoked you noticed that. Thanks for playing :)
This is a simple concept that has great power!
And also seems to require a great deal of smart level design so it won't become a hassle to keep going back and forth to get all itens to be able to progress. That's the main issue I see with this game. Also I found a bug where, after quitting and re-opening the game, I pressed 'R' to restart and re-spawned way later in the level, and without any itens, so completely stuck. That was weird haha.
Feels good to play and is intuitive. Liked the music and simple sfxs as well. So nice job!
Thanks so much for the kinds words! I'm glad you enjoyed it. Yes, that bug is known and is patched out in that update. Thanks for playing! :)
Great game !
Respect the theme and introduce some nice challenges actually.
How many times did I felt leaving my jumping shoes behind me and I was like "Crap !"
Maybe allow a "reset object to their spawning point" would help people like me. Maybe.. :P
A good mechanics that can be introduced is the drafting. Merge 2 items into one than maybe allow to separate them later on to craft another thing ! Possibilities are endless !
This combine with good puzzles it can become a really good game !
Good submission :)
Thank you for playing! Did you try using the undo mechanic? It fixes those "crap!" moments! I'm glad you enjoyed it, and cool ideas, definitely noted :)
Oooh ! Didn't about that one. Forget what I said then ;)
I will need to play it again with this undo thing !
To me the movement felt a little too fast, like there needed to be some acceleration before OMGWTF top speed. the puzzles were fun and some could be cheesed by throwing stuff and catching it like over the forcefield. overall good job for 2 days work :)
I agree, movement is too fast. Glad you enjoyed it! Nice job cheesing the forcefield, I'm glad that's there for the people who can pull it off!!
The movement is fast and snappy, the controls are responsive and the goal is clear in every level. Most of the time you have to juggle items and its more about throwing stuff correctly than platforming or puzzle solving, not something im fond of to be honest and even though i didnt die i failed a lot of the times because the jump boots where key most of the time and loosing them means being stuck. I would try to re-do the level design in order to not rely so much on the boots and focus on puzzles or platforming.
Theme, you only have one item equipped at all times although throwing them over and over is the same as having them all but only more cumbersome, it stills fits the theme but in my opinion it hurts the game.
Originality, the one slot has been done quite a lot but the power ups are original and the level design is built around them.
I agree, def too many boots puzzles that lead to softlocks. Definitely an oversight of short development cycle, but I'm glad you can see the intention. Thanks for the feedback and for playing! Hope you had fun :)
Great job! The game is really fun, and you nailed the art/sound/atmosphere side of things too! Note that I DID play the patched version, though it seems like the unpatched version is the same thing just without the undos (which would have meant I likely wouldn't have finished it) Here are a few thoughts:
Overall, this is a great gamejam game and I really enjoyed it!
Wow, this is great feedback! Thanks so much for playing!! Looking forward to playing your game as well.
Fantastic game!
Thank you!! <3
Lovely graphics and concept! I included it in my GMTK Game Jam 2019 compilation video series, if you’d like to take a look. :)
Very nice design on the puzzles, i think having shorter levels would fit better in a game like this. Good job!
Interesting thought! I thought about this too and thought I'd just experiment this once. Thanks so much for playing!
Pretty good, GREAT puzzle design and really cool idea that fits the theme perfectly. It felt like checkpoints/restarts were a bit weirdly placed sometimes, but overall it's an awesome submission. Congrats!
For the purposes of this review I played the unpatched version submitted at the end of the jam. This means I didn't get to finish, which is a real shame because I really liked what I saw.
There's a lot of subtle level design work here and it shows. It's possible, but harder than you'd think, to unintentionally lose an item. Part of that is down to the level design itself; it's pretty clear when there's a hard gate coming up and when throwing your gear might be a bad idea. Part of that also comes down to the actual physics of the throwing mechanic itself. Thrown items bounce enough to sell the risk of a sketchy throw, but never so much that you ever feel like you lost an item to bad physics or chance.
I was also a big fan of those repulser fields. That introduction especially, where you introduced them as an item gate, then immediately turned around and showed them off as a puzzle mechanic?
That's some quality game design right there. That's the shit I'd expect to see in Portal. High marks.
Wow, thanks for this response. Your feedback means a lot. Thanks a ton for playing!
This game is amazing!
My (world) record is 3 minutes and 45 seconds.
Thanks! A true speedrunner right here.
The act of throwing the iems around is weirdly satisfying, I think it was a realy good call to give them all the super exaggerated physics. I also thought the puzzle was pretty spot on, although I would have liked more places where I had to decide which item to bring (maybe some kind of gate that only one item can go through, idk).
I think my biggest issue was getting stuck and having to restart. It was not obvious to me that R was restart, and so I wasted quite a few runs getting deep and then softlocking myself. This was especially bad since there were a few really tricky maneuvering bits that were just about satisfying the first time but really killed pacing the second time. I realize this would be a bit harder to program, but I would really recommend flashing a "Press R to Restart" prompt if the player gets stuck. If detecting if the player get stuck is too hard, one solution would be to have a quit button on the screen, and bring the prompt up when the player goes to quit the first time.
Apart from that my only gripe was that throwing 4 different items up the same hill got tedious after a while. I wanna stress, despite my irritation it was an enjoyable and fun experience.
Wow, thanks so much for all this feedback. I hear your concerns, I definitely agree that those undo and reset buttons should be more advertised. Thanks for playing!!
Pretty fun and satisfying game. Sometimes it's challanging, but hard enough to make me excited. Well done.
Amazing idea to manage your items through the maze!! Just a problem, sometimes I accidently forgot the jumping shoe and then I got softlocked and forced to restart over, other than that the game is fun!!
You can press Q to undo the actions quickly, as many times as you like. Thanks for playing!