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Emergency Protocol's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Top Marks | #1 | n/a | n/a |
Overall | #33 | 4.241 | 4.241 |
Fun | #36 | 4.177 | 4.177 |
Originality | #55 | 4.304 | 4.304 |
Presentation | #376 | 4.025 | 4.025 |
Ranked from 79 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Our game is a puzzler in which you have to reach the flag of each screen to proceed. While you are in control - the green zone - your movements are recorded. Moving out of control makes you repeat your movement until you reach another control zone.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
Found a glitch, if you press 2 keys at the same time in, say a 1-square area, or any other area you're about to leave, both of them will process in the way it moves.
Thank you for reporting the bug.
We know this happens, and are not sure how to solve it without changing a lot of code :/
why are there only 4 beatable levels like why program 11 levels if you cant even play them
There are a total of 15 levels in the game and all of them have a solution. Make sure you are on the Post Jam version.
Also in case you need help with anything, check out our Discord: https://discord.gg/dqGh6Yj
We will also reply here, but it might take a little longer.
It can be difficult to find new mechanics in the programming game space, but I think that this demonstrates that there's still plenty left to mine.
I was concerned after the first two puzzles that there wouldn't be enough to build a game a from, but smart level design puzzles proved that you can build robust problems from a simple toolset. I particularly liked the 'reset' mechanic between zones.
The way that I judge a puzzle game is how it makes you feel -- the goal being to have a routine answer make the player feel like they just solved quantum mechanics. And to that end I think you definitely succeeded.
Wow, you've got a really creative concept here! I'm always impressed by games that can take simple controls (cardinal grid movement in this case) and use them to build complex puzzles. The difficulty curve was very satisfying, with 1 - Castle in particular requiring me to actually stop and think about my movement pattern. This game definitely has the potential to grow into a full release if given more levels and a bit of graphical flare!
This was a ton of fun! The puzzles were varied, and just the right amount of challenge to give you that long period of mistakes before finally getting the answer and the ah-ha! moment. I'd love to see more levels made with this system, it's well thought out and a great use of the theme. Good job!
thank you! we are planning on making a post jam version with at least a few more levels.
Loved the recording mechanic!
Such good puzzles. I found them hard but not frustrating. agree with some other comments about moving him faster!
The puzzle design is amazing. Very well made!
Very cool game ! pixel art simple and colorfull . the puzzles are fun and challenging , keep it up ! -Ivory-
Really great game! Great mechanic, puzzles and visuals. Only complain is that the levels "1-castle" and "combination lock" are too hard
Cute art and Interesting puzzle.
The core mechanic of the game really have a lot of potential to create a lot of fun puzzle.
would be good to have a way to fast forward some part that player already solve (I have to watch the robot walk on the first part of the 1-Castle like 20+ times before I can solve it)
we plan on implementing an undo mechanic. it would solve your problem of having to do the beginning so often. than kou for the feedback.
Really great presentation and puzzle concept! I had to seriously think about a lot of these in a good way and it was very satisfying to watch my robot walk across the level in the correct formula.
I do wish there was a fast forward button for the robot's movements because when you get stuck on a certain portion of the level it can be tedious to watch the robot slowly walk across the part you already know how to solve very slowly every time you die.
Also happy birthday haru! (You get one guess as to who sent me)
haha, thank you ^^
Really good idea and great puzzles. Great job!
Very good level designs. I had my head scratching most of the time. Finally got stuck on a level and had to quit. Really clever interpretation of the theme. Nice job! :D
Very clever idea, I love it! Some feedback: make it easier to reset right away when you make a mistake.
Ive seen multiple other games in the jam try themselves at the "command" type of game, but the fact that you implement that together with regular movement adds an extra degree of difficulty where we need to figure out what the best way to move freely is. The SFX are really cute which fits nicely with the main character. Maybe could have been nice to have a very short instruction at the start for how to enter commands, but you pick up on it quickly anyways so it's alright. Nice entry!
Just finished this. Too bad it didn't show up on my stream for some reason, but I really enjoyed it. I think it's the most original and well-designed puzzle game I've played yet in the jam... and I like puzzle games and have played a lot of them! My only real complaint is that it's too short, but that's understandable for a game jam!
Yeah. Honestly I am super hesitant to do puzzle games for jams, because I'm afraid there is no time left for level design at all. Glad you liked it!
Congratulations for such a clever puzzle. Puzzle games are super hard to design and you managed to do something nice with the jam theme. Presentation is pretty good too. =)
An excellent little game! Nicely challenging, really made me think!
A very wonderful game. Loved the art, loved the robot, loved the sound effects, loved the puzzles... I especially liked the puzzles... Good Job!!! 👍
...But they were hard to process and a little tough: don't get me wrong the level design was extraordinary good, maybe if they were a little smaller and with less going on on the screen...
Another thing i would like is to have some sort of undo button, so when i lose, or make a wrong move, i don't have to do the level again
Also, It's soo cool how we had similar ideas, but executed in very different ways...
Sorry I distracted you from the puzzles. I love to decorate any part of levels that are not used.
The undo feature is something we would have loved to do, but just did not have the time for. Thank you for your detailed reply :)