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Split Abilities's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1378 | 3.135 | 3.135 |
Overall | #1462 | 3.234 | 3.234 |
Originality | #1469 | 3.378 | 3.378 |
Presentation | #1647 | 3.189 | 3.189 |
Ranked from 37 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 characters abilities are joined 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
The game looks and sounds quite nice, its a shame you were only able to make 2 Levels. Overall great game but the Music stops for some reason. Would be nice if it looped. Otherwise nice simple consept c:
Thank you for the review! We realized that the music didn't loop after uploading the game. I definitely checked the 'loop track' checkbox, but it probably became unchecked at some point as we transferred versions back and forth on Github. It'll be fixed when we upload an updated version after the jam.
Very smart concept ! I really enjoyed your idea, possibilities with that "permanent inventory" gameplay are endless, that's so cool ! With a bit more levels and polish, that could be a game I could spend money on, congratulations !
Thank you! I’ve already started making a few improvements to the game that we’ll release after the Jam voting period is over. Mostly everything is small improvements and bug fixes so far, but I’ve already completed one new level. After the bugs are all taken care of, I’ll start implementing entirely new puzzle mechanics, and then build more puzzles around them.
nice puzzle game, i like it
Thank you!
I’m seeing very clever level designs in this jam and this is one of them. The first level was an excellent tutorial.
Maybe you could change the inventory so that the background color matches each character’s hair color. I believe that’d help a lot to know who you’re attaching abilities to.
Nice job!
Thank you for the review!
We had a few more level designs, planned, but ran out of time to implement them. Adding some visual distinction to the two characters' inventory slots is also something we definitely plan to add if we update this game after the jam.
Very unique game! I really like the idea and this can be build upon a lot.
Like people have said, the collider can be tweeked, but it didn't really bother me.
Very well done!
Thank you! I'm glad you like it.
Nice game ! Gg :D
Thank you!
Nice work. However, you are still able to push blocks even if you have taken the glove out of your inventory. The puzzle could also use the fact that a) you have the split abilities and b) you can move both characters at the same time better.
Good work though, with a bit more thought and fleshing out, it could be great!
Yeah. That bug is a big issue, but the bug isn’t that removing an item let’s the character keep the ability. The real bug is that you can take the items out of a character’s inventory at all.
The intended behavior is for the ability to be stuck with the character you initially give it to for the duration of the level. That way, you need to choose which character gets which ability, and it making that decision becomes part of the puzzle.
We discovered this bug too late and didn’t have time to fix it before the deadline. We’re fortunate enough that it doesn’t break the game completely, though. The puzzles are all still beatable, and being able to manipulate the characters abilities beyond the intended ways didn’t make it too easy, either. Overall, we lucked out in the bug department.
At least you know what the issue is. Too bad you ran out of time but that's the nature of game jam I guess.
Cute game, I enjoyed it! The inventory mechanic seems a little unnecessary? It didn't add much to the puzzles. really cute characters. ~Please check mine, when you get time :D
Thanks for the review!
You’re right. As-is, the inventory mechanic doesn’t add much to the puzzles.
The idea behind the mechanic was for you to have to decide which characters got which abilities strategically, but there was a bug that let you move an ability to another character after assigning it. We also didn’t have enough time to design puzzles that made full use of the mechanic.
If we had more time, we could have remedied both those issues, but at the very least, neither of them rendered the game unplayable.
Hey, I agree with the comments about the hitbox , diagonal and about the inventory. for me I was stuck at start because i thought the gaps are walls. Also in this kind of genre I always found the mechanic to be problematic when you cant move the box when you reach the wall, maybe thats just me but I dont think allowing reverse pushing changes the levels. Setting those aside the puzzles are interesting and clear, and the animation is nice.
Thanks for the review!
Not being able to push a box out of a corner is one of the most important features of many box-pushing (aka Sokoban) puzzle games. The ability to get yourself stuck means that you need to think carefully and strategically before making any moves. Avoiding trapping yourself is part of the puzzle.
You’re right, being able to pull boxes wouldn’t break either of the puzzles in the game now, but it could be an important mechanic in any future levels we make.
Plus, not being able to do it by default gives us the option to add an item/ability that lets characters pull boxes in the future.
Nice pixel art you've got there
It wasn't immediately obvious that the 2 slots on the edges belonged to the characters; maybe use a different colour? And add a hotkey for reset.
@MeMeDumDum did an excellent job on the Pixel Art indeed.
And yeah, a reset hotkey and making the purpose of the edge slots more obvious is definitely something that we'd need to add to a post-Jam version of the game, if we ever make one.
Very cute game and the concept is really good, with a little bit of work and more powers it could become a full fleshed game ! Well done
Thank you for the review! We're quite proud of what we did manage to accomplish in the 48 hours, but still have plenty more ideas that we could apply to the game.
Characters are cute!
Agreed! @MeMeDumDum did an excellent job on them.
The characters and their animations were really cute. I did like the puzzles, thought having read your comments now I think I might not have liked them as much if I'd been forced into the one-way solution of choosing one character per ability ^_^;
I noticed a couple of things - one was that crossing "bridges" (blocks dropped into the gaps) was only possible by exactly aligning the characters' feet horizontally with the bottom line of the block. It was a bit annoying. In at least one instance, I somehow managed to push the block into the gap and have it snap to a diagonal, so I had to reset.
In general could definitely be fun with the little things tweaked. Thanks for the experience! Cheers.
Thank you for the review!
The character hitbox is indeed a bit off. The hitbox was created when we were using a placeholder sprite, and we only added the final versions of the sprite on the last day, and didn't get the opportunity to update the hitbox.
With the current number of abilities, having to choose one character per ability isn't quite as fun as it could be, but with more abilities and more puzzles specifically designed to work with the feature, having to decide which abilities go to which characters could be a very interesting part of the puzzle.
currently the boxes falling into pits is based on whether the center of the box is over the pit because it was easiest to code, but if we update the game after the Jam, that falling mechanic is one of the thing's we'll improve.
Cute game, I enjoyed it! The inventory mechanic seems a little unnecessary? It didn't add much to the puzzles. Note, even if it did it was broken. When you removed the item from the character they were still able to use it's ability.
The inventory mechanic was indeed broken, but not in the way think it was. The way that it was intended to work was that once you gave an item to a character, it’d be stuck with that character for the rest of the puzzle. That way, choosing which item to give to which character would be part of the puzzle. I thought I squashed that bug, but by the time we realized that I had only half-squashed it (I removed the dragging animation, thinking I had removed the entire bug), it was too late and we had to submit the game.
You’re right. As-is, the inventory system is pretty unnecessary. Had we had more time to fix the bug, it would’ve actually had a place in the game.
Ooooh, got'cha. That makes sense. At least even with the bug the game is enjoyable!
Short, but clever, visuals are ok too, the music is nice too
Thanks for the review! We would’ve added more, but the time limit snuck up on us.
While there were only two, the puzzles in this game were constructed very well! The concepts were easy to grasp, even without a tutorial, yet it took me some time to figure out the second level. I also made a puzzle game, but my designs aren't as clever as yours. One thing that bothered me was that it was sometimes difficult to drag around the items between the siblings. But other than that, this is a solid submission.
Being able to drag the items between the siblings is actually technically a bug. We half-fixed it (and thought we fully fixed it, but were wrong. We found that out too late and didn't have time to fix it before submitting), which made it more difficult to do, but still very much possible.
The intended behavior was for you to have to carefully decide which sibling gets which ability, and not be able to change it later.
I guess I've been overthinking the puzzles the whole time, given that it's possible to complete them without dragging the items. Still a great game.
I see you probably just updated the description of the controls, totally understood the basic control scheme. The art was good and the implementation of Sokoban was solid, adding a second player is an interesting idea along with some of the other twists! Perhaps further in, the drag inventory item concept comes more into play, but at least through the first few, there didn't seem to be much strategy to it, just kind of put stuff on when you need it.
In the future a restart level button would be super helpful! Especially when you have the opportunity to softlock yourself 😅
Thank you for the review!
There's already a restart level button right now, but I suppose it isn't in a very obvious place. Pressing escape will bring up a pause menu where you can restart the level.
We had also planned on adding a number of other items that gave different abilities, such as being able to pick up boxes (allowing you to pick up boxes out of stuck corners and even out of pits), being able to smash boxes, possibly some abilities that mess with visibility (one character holds a flashlight while the other navigates a maze and pushes boxes), and maybe 'tier two' abilities that manipulate how many boxes you can push or lets you push metal boxes. We would design the puzzles in such a way that deciding which character got which ability was actually part of the puzzle, but we didn't have quite enough time to do that.
fair enough! jam time crunches are definitely a thing
really cute characters and I actually figured out how to get through the first level :D
my breakthrough was when I realized that I both need wasd and arrows instead of moving the sock to wasd the sister.
Really good asthetics, gj m8!
Thanks! @MeMeDumDum did all the spritework that looks actually good. I'm only responsible for the 'temporary' sprites that we didn't have time to replace.
Unfortunately I couldn't figure out how to move the blocks in the first room, although i think i understood the concept. There wasn't a tutorial explaining controls or how the basic mechanics worked that i could find.
I semi-recently added better instructions on how to play the game in the description. You can drag/drop the items in the inventory bar to other slots. The slots on the edges correspond to the characters and give them abilities.