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A jam submission

Twisty TombsView game page

Submitted by Vadinci (@vadinciDev) — 3 hours, 23 minutes before the deadline
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Twisty Tombs's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#2454.0294.029
Overall#5553.5883.588
Fun#6193.4713.471
Presentation#16303.2063.206

Ranked from 34 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?
The player can control the environment, but not their avatar directly

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

Submitted

This is one of my favourite games that I've played from this jam. The idea is incredibly unique and well executed. Moving each column and row individually to progress through the level really gave the player a lot of freedom to move through the dungeon. I think not being able to undo selecting a column or row made the game a bit more challenging, as it forced the player to think about their move, but that's what makes it good. I also thought that the text on the side was a nice little touch. Overall, I really enjoyed it!

If you could, can you check out our game as well? It would be much appreciated :)

Submitted

I loved this game! As other people have said, if this was fleshed out more this is something that would be on my phone and I'd be playing. I would have liked the ability to commit without shifting, and to undo clicking on one of the arrows (unless there was a way to do that and I missed it?) I thought it really fit the theme well as is, but maybe could have fit more if after X moves, a wall shifts randomly or something to give it a little more 'out of controlly' vibe. But that's being nitpicky, I really enjoyed this submission!

Developer

Thanks for the kind words! I was really quite excited about this idea and seeing you and others react so positively really is giving me the motivation to work it out further into a proper little title :D

Submitted

This game reminds me of a board game i used to play as a game :D

Very cool game!

Developer

We might have played the same board game ;) 

Thanks!

Submitted

such a unique and innovate idea! I suggest trying to expand working on it and develop this seed of a concept to farther more!

I just couldn't really see the theme in it, because I actually felt in full control.
also the text log was cute little addition

Great little gem! Nice job :D

Developer(+1)

Thank you!
The idea is that the actions of the knight are out of your control, although there are probably many situations where the knight can only make one action and so in those cases you do still have full control effectively.

And I'm bustling with ideas to expand the game with, just got to make the time ;) 

Submitted

The idea to use the environment to indirectly control the player's movement is really creative. Nice execution of the idea as well.

Developer

Thanks so much!

Submitted

Cool concept and nice puzzles. Would have been nice to know where the knight was going to move once I entered my move but other than that i enjoyed playing it

Developer(+1)

Thank you for playing!
Not knowing exactly where the knight was going was part of the 'out of control' feeling ;) But as I wrote down in some other comments there is a logic to it and in a potential future update I might want to implement the suggestion of showing the 'intent' of the Knight (e.g. "I'm going to open a treasure") before you need to commit to your move.

Deleted post
Developer

Thanks! I intend on fleshing it out some more :)

This was a lot of fun, and a more fleshed out concept could make for a very fun game.  There were a couple of issues with the pathfinding, I had no idea where the knight was going to go a few times.  Maybe an indicator before you lock in the choice might make it feel better.  Good game nevertheless.

Developer

Thanks! And yes, I think there's a lot of interesting little puzzly mechanics that could add to the fun of the game.  The reception so far has been really nice, so I'm strongly considering expanding on this little prototype.

The pathfinding could be more clear with a simple tutorial, but basically it works as follows: Any tile that is reachable in a straight line from the starting point of an Actor (Hero or Goblin here) gets scored, and the Actor then walks to the tile with the highest score. Every Actor can have some preferences (i.e. the Hero prefers Treasure over combat). It's a bit too convoluted to be intuitive, but I'm certain there are ways to make it clearer. I really like your idea of showing what every actor intends on doing while you're moving the tiles around!

This is crazy addictive and a cool concept

Developer

Thanks for the kind words! :)