Very good game, well done puzzles, relaxing music, physics very fun to play with, in general fun and brings good messages!
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You are red. You are blue.'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #96 | 4.206 | 4.206 |
Overall | #424 | 3.757 | 3.757 |
Presentation | #510 | 3.905 | 3.905 |
Fun | #1327 | 3.159 | 3.159 |
Ranked from 63 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?
Mechanically and emotionally. Actions taken on Red are mirrored on Blue, and vice-versa. Perspectives are shared across separate, but combined planes. The game explores the duality of human nature, and what it means to be two as one.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Very very cool puzzle game! the music and the vibe is relaxing and uplifting. I liked discovering the controls to solve certain puzzles. Physics are great too.
Impressive physics coding, and a fun way to present a somewhat choice-based narrative experience. Definitely an enjoyable mechanic, and I was genuinely intrigued to see what text would pop up at each decision point. Fascinating experiment!
This was a really relaxing game. I felt like I didn't have 100% control over which option I selected sometimes, but that's just a minor nitpick. This was a nice change of pace that was different from everything else I played this jam. I had fun, well done! Would love it if you gave my team's game some feedback too :)
Thanks! Not sure if you were able to finish the experience, but this is a concept I tried to explore.
"You are Cruel | You are Kind" offers the player significantly stronger control over the outcome, as a representation of aspects of oneself that are easier to separate.
"You are Wise | You are Foolish" follows immediately afterwards, and presents a significantly smaller board with extremely little control over the outcome, as a representation of traits that many of us share at the same time, however opposing they may seem.
The way we and others perceive ourselves may not always match the way we wish to perceive ourselves.
This was a really interesting experience for a game. Good job on this, I enjoyed the calmness of it!
I like how you tied the physics of the two worlds together, I'd be cool to see that type of gameplay with puzzle mechanics.
This is a really cute and chill game! We loved the mechanics of how you choose, and the puzzle elements together with the story. Thank you for this sweet game!
I loved your Game! It was so relaxing, and while knocking the Blocks down got annoying after a while, since I couldn't get them all, I loved the Story that went along with it.
I wasn't getting the deeper layer at the start, but blowing out bricks is fun and the physics system was very good.
Ah, and the music notes with the clicks were a really cool addition, kinda of a luxury in jam game.
Wow, this game is really nice! Stat tracking is impressive for a jam. I liked how you often managed to link the narrative question to the level layout. A really impressive little entry :).
I love the aesthetic feel of the game. Everything just works together.
I did not quite got the gameplay catch with 2 screens, most of the time you can just ignore the 2nd one.
Thanks for the feedback! For most of the game, from a mechanical perspective, it really doesn't matter which side you focus on. Mostly, it's a narrative device for players who care about which of the two traits remain. It only starts to really matter towards the end, as more puzzle-esque mechanics are introduced.
Not at all! I appreciate any feedback. Definitely had a tough time trying to strike a balance between:
1. The joy of the physics playground
2. The emotional experience of messages, and the meaning behind choice or the lack thereof
3. The mechanical puzzle aspects
Your comments definitely highlight the struggle, and it might have been better to try to cut one of those three aspects entirely, and just focus on two.
God this game is good! So simple yet so impactful. Everything here just works, the music the visuals and the messages. So well thought through and the fact that you keep track of peoples choices... Just wow...
Woah. I didn't expect to be taken on such a philosophical journey. Some really thought provoking concepts you've introduced here, all presented in such a peaceful and relaxed way.
While I was a little confused on what exactly the goal is with each level (like what needs to be done to trigger the next text), I totally get the intended vibe of discovering the game's mechanics and philosophical truths the longer you play! Like others have said, I enjoyed the puzzle mechanics introduced near the end! Deffs a lot of potential for expansion.
My only real issue is with the sound design. Don't get me wrong, the guitar background music is beautiful and matches the aesthetic perfectly, and the way each tap adds a piano sound, like it's adding to the music, that's also a wonderful idea! They just don't quite go together at the moment. Since the guitar and piano are in the same range, it kinda gets a little muddy when the two play together. Plus the piano sometimes plays notes that aren't in the key of the guitar tune, so sometimes it clashes too.
If you wanted to keep the idea of each tap adding to the soundtrack, perhaps you could have a bit simpler background music. A solo cello? Low, slow piano line? Something that the tapped piano notes would really stand out against, and compliment. It might also help to make the piano notes higher/lower so there's more range in between them and the soundtrack.
Otherwise, if you'd rather keep the guitar aesthetic, it might help to switch the tap sound to something more percussive. Woodblock? Water droplet? Something that doesn't have pitch. That way the two don't clash so much!
Well done with this unique entry! Keep up the good work!
-Sasha
Thanks for the well thought out feedback on the audio! It's my first experiment with procedural music, and it was definitely an experiment haha. I think in the future, I'd try to create an underlying, hidden arpeggiating scale, and whenever a note is struck, it would play the current note from that arpeggio.
It was a bit tough as well because of the variation in levels. Currently, audio is triggered when you click, or when a white block is eliminated. Because some of the levels have far more or far fewer white blocks that others, it made it tricky to have a relatively silent baseline track. Not entirely sure how I would best address this in a long term project, but I suspect I'd want to come up with additional ways of generating notes for these levels.
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