Play game
Overbeam's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #390 | 3.684 | 3.684 |
Overall | #916 | 3.482 | 3.482 |
Presentation | #1284 | 3.395 | 3.395 |
Originality | #1504 | 3.368 | 3.368 |
Ranked from 38 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?
Two controllable characters that can be joined together and split apart.
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
Leave a comment
Log in with itch.io to leave a comment.
Comments
Best take of this kind of puzzlers!
Absolutely flawless!
Damn that was good. The concept is awesome, the puzzle are really creative, and the theme is perfectly respected.
This game is the definition of "level design". The difficulty curve was PERFECT, and the way you taught all the mechanics to the player is brilliant.
A little background music could add a little plus, but that's really my only complain.
Only 33 ratings ? You really need more recognition ! That's an incredible work. Congratulations !
Looks like a prototype of portal 2 coop, but single player haha!
Brain twisting, I love it!
So much great design here. Super clever, every mechanic is used to its full in super creative ways but never overdone. Excellent work!
Man this game simply blew me away. A great concept that not only obviously fits the theme very well, but also makes for some really clever and mind-bending puzzles, and it's a whole lot of fun all on it's own too, especially because it is so well-executed. With that I mean that even if there was just a single level with no goal I'd probably enjoy moving around in it just to perfect my slug walk, try to move around and spin symmetrically, and watching the beautiful colors fading together.
I don't really have anything else to comment on, really. It's all great: the movement, the clever and varied puzzles, the "inner workings" such as the collision detection and whatnot, and the very appealing art style, which is fittingly minimalist for this kind of game (and game jam time limit), yet has a lot of subtle color variations in the background, a clean and attractive GUI and some really smooth animations (along with the SFX) that really add to the readability and enhance the communication between the game and the player.
I actually played the game once with each color combination just to look at all the subtle details some more, and I still can't decide if I prefer grape purple and lime green, my favorite combination, or the blue and yellow combo which creates a gradient that reminds me of this one specific ice cream wrapper, which was so gorgeous that I still credit my decision to get into the design field to this day.
Anyway, I smell a top-rated game here. If this ends up being one of the highlights of Mark's video later, remember that I called it.
Wow. Thanks so much for the kind words! ❤
A very fun concept, the tutorial was so subtle it felt great to figure out the levels.
Thought of abandoning the game at level 5. But, kept playing and found the interesting mechanic from 8 or so. In my opinion it took too much time to introduce the original main mechanic and you might have lost some players who thought it was a pretty standard twin control game. Really like the breaking of connection using walls. Clever game....
Yep, that's completely valid criticism. Some of the first few levels would be improved by teaching things faster, either combining them or introducing the main mechanic sooner.
The tutorial section and teaching the player how to play was well done. The later puzzles were really interesting and well designed.
Fantastic game! The movement and art was super clean (I liked how you could change the colors, and the nervous wiggle they did when over top of the void was great), and the puzzles did a good job of teaching the mechanic. I wish there were more tough puzzles like the last two, those were really well-designed. I also kept forgetting which character was controlled by which controls, so some kind of indication of that might have been helpful.
Was a pretty good game but it took a little bit too much time to get to the core mechanic