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A jam submission

A Moving ExperienceView game page

An exciting and intricate block-pushing puzzle game
Submitted by Oscar Newsome — 2 hours, 40 minutes before the deadline
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Play experience

A Moving Experience's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#4293.6563.656
Originality#6343.7503.750
Overall#11363.3753.375
Presentation#26532.7192.719

Ranked from 32 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?
Boxes of the same colour will move together when pushed, and the puzzles incorporate the joining of multiple puzzle rooms working together.

Did your team create the vast majority of the art during the 48 hours?

Yes

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?

Yes

We created the vast majority of the music during the game jam

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Comments

Viewing comments 20 to 1 of 25 · Previous page · First page
Submitted

For me, the visuals were not very clear as to what I was trying to do or where I was trying to go. The goal in the first room wasn't obvious until you moved a box, and it wasn't very clear for me that boxes in multiple rooms affect each other. Some better art assets would help this problem, but maybe having a little tutorial room(s) could help too?

Submitted(+1)

Wow when the blocks pushed also in the other rooms it became really hard! Very cool! :D 

Submitted(+1)

The level design was excellent on this one!

The visuals could be improved but it was a fun and a challenging experience nonetheless

Submitted

nice take on the theme!

Submitted(+1)

Solid game overall! Being able to move boxes between screen was a  great take on the theme and opened up a ton of puzzle possibilities. I got soft locked a few times, so some way of preventing that would be great, overall incredible though!

Submitted(+1)

Who knew that a removal man knew the secrets of quantum entanglement.

This was a cool entry and with a bit of a graphical polish and more levels this could be a seller.

Developer(+1)

Haha! Thanks for playing!

Submitted(+1)

Great job! This game is super fun and the concept is really clear and quick to grasp. The levels are designed pretty well, and I only had to hard reset once. I'd love to see a feature where you could rewind moves endlessly, and between rooms, to prevent softlocks. Overall, this is fantastic!

Submitted(+1)

So, besides the obvious fatal flaw of how easy it is to get unintentionally stuck and have to restart the game from the beginning, this is actually my favorite game in the jam so far.  In fact, it's incredible for me to see a Corrypt/Promesst/Game Title/Aunt's Flora's Mansion/Ludoname style large world sokoban game that Jon Blow loves in a jam.  

If you played Aunt Flora's Mansion though, that game also has a problem where you can easily totally break your game and get stuck, but it has save blocks that are dictated by the player.  It would have been nice to have that here -- or at least a press R to restart the room feature -- or more than 20 moves history at least, I don't know if there's some technological reason why you couldn't have more than 20 moves (and why it couldn't cross rooms), but I was almost incredibly angry during the final green block section when I thought I stucked myself when I hadn't.

What you did have was a "Press Z to unto" message, which, once you realized the purpose of it was essentially the same as the Morrowind "The thread of prophecy is severed" message (because you killed an essential NPC and the game is unwinnable), it became incredibly useful to tell you when you messed up.  Or at least before the final green block section, where I got that message twice but still was able to complete the game.

Still, designing this kind of game where literally every block is linked and having the game still be playable (as in the player doesn't stuck themselves unknowingly mostly) is an incredible feat.  I'm curious about how the Z to undo thing even works because I feel like this kind of problem would be Turing complete and actually as impossible to solve as the halting problem (I mean clearly it's not perfect, but it functions well enough to be incredibly helpful).

Anyway, like I said, despite the brutal unwinnable by design nature of the game, I absolutely love this.

Developer

That is so cool that you like my game so much! No I haven't played Aunt Flora's Mansion, but I'll check it out. Sokoban and Jonathan Blow were huge inspirations, glad someone picked up on that. 

I didn't include the option to restart the room because I was focusing more on the whole thing being one big puzzle, but a save block is a genius idea, that would solve a lot of problems! The undo feature worked based on variables of past x and y coordinates for the boxes and player, and so I had to make a new variable for every move, hence the limit, and the variables were assigned to specific instances, so they wouldn't save between rooms. However, if I end up expanding on this game or making something similar to it, I'm sure I could find a way to fix this.

The "press Z to undo" works less on AI figuring out whether the puzzle is solvable, and more on how I designed the individual puzzles and knew how they worked. For example, in the first two rooms the only way to get stuck is by pushing the blocks all the way to the top or bottom of the room, and so in those two rooms I made the game check if the boxes were touching a wall above or below them. 

Thanks a ton for your amazing feedback!

Submitted

Ah, see I also had an undo feature in my game as well, but I just used an array of snapshots, where each snapshot stored all the relevant variables in the game, so it's only theoretically limited by the amount of memory Javascript can allocate, so for practical purposes it was infinite.  I haven't used GameMaker in over 10 years and back then I barely knew how to use variables so I'm not sure how you'd do that in that engine though.

Submitted

This game was a lot of fun! I adored the little opening visual, and the puzzles that followed did a great job at ramping up the difficulty, especially the final two branching path ones. I got to both dead ends, and while it took some considerable effort, I never once wanted to give up! The idea that blocks carried over between rooms was fantastic, and made for some phenomenal puzzles. The little screens between certain areas, giving you a goal or a bit of information was clever and helpful. Definitely one of the stand out puzzle games I've played this jam, I'd love to play more puzzles with this design. Great job!

Submitted

Really cool concept would be interesting to see taken further! Awesome job getting this done in the jam! Best of luck with the ratings! :D

Submitted

this was honestly a very cool idea. First I thought it was just the usual pox pushing puzzle game but the idea that the whole map is one gigantic puzzle is pretty awesome. 

I somehow finished the game even tho I was thinking that I would softlock myself at any moment now but somehow it never happened. 

Submitted(+1)

The gameplay was really nice, reminded me of Baba is you, a game that I love, so you certainly get bonus points for that. The mechanic that all boxes are connected really showed through and I haven't seen a game quite the same concept before. It's a good twist on a normal game formula. 

The visuals are a little harsh, I'd suggest using less saturated colours, and blending them together a little bit more.

Submitted(+1)

Genius concept and execution! Would love to see this polished up

Submitted(+1)

Really awesome game! I love the moment when you realize that the blocks are connected between rooms. I didn't think I was going to be able to make it to the end, but I did! I kept thinking that I had permanently messed something up, so it might be good to have undo support between rooms, or else explicitly tell the player that they can't get the game into an unwinnable state, if you can guarantee that.

Developer

Thanks! This is really helpful feedback, I think you're right, having undo between rooms would've solved a lot of things, I should've thought to do that.

Submitted

Concept is nice. Having the blocks being connected even across different rooms is very impressive and definitely something I'd struggle to program so good job on that front. 

My only gripe is that its very easy to get softlocked, as undoing after an error is not very responsive.

Submitted(+1)

Oh wow. It took me a couple of tries to complete it but that was a lot of fun! I love the thought put into the different puzzles and how the rooms connect together. Very unique take on the theme. Well done! 😊

Submitted(+1)

This is really creative and having boxes between separate rooms move each other makes for quite a mindbending puzzle, only problem like others have mentioned is getting softlocked and needing to restart the entire thing. Great work!

Submitted

One of the best ideas I've seen so far, the only issue is how easy it is to soft-lock by putting a box in a bad position and then leaving the room but I'm sure you're aware of that already. Other than that very good game.

Developer

Thanks so much! Yeah, that soft lock thing was tricky to design around.

Submitted

Very poor presentation(graphics, audio, text sequences), definitely work on that. The actual puzzle design was pretty good.

Submitted

The moment I first realised that boxes were connected even between rooms I went "oh shit.", it was a very cool moment

Unfortunately, my single brain cell also could not even get past the second room :p

Developer

Thanks for playing, sorry it was so tricky!

Submitted

No no it was tricky in a very good way!

Viewing comments 20 to 1 of 25 · Previous page · First page