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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
Always enjoy a good puzzle, great work, simple art style but deffinetly works and the challenges/difficulty ramping is pretty good.
Great game, I hope you have some time to review mine as well.
A very nice game! You had good puzzles and I liked the concept a lot. Maybe you could change the iteam system a bit. Why don't just drag the iteam to a character, instead of there iteam bar? Anyway I loved the graphics and found the character sprites to be very cute. Great work!
I really liked the idea of having the split inventory! Maybe you could make it more obvious to the eye using specific colors for each character. Great game, congrats!
Thanks for the review! Improving the inventory and adding some visual distinction is definitely something we plan to add post-jam.
Lovely game, Split Abilities team! Super cute graphics and a really interesting concept make for a very enjoyable experience. There are a few bugs, but when you're making a game in 48 hours that's very much to be expected. Great work guys
Thank you for the review! We're definitely planning on fixing some of the bugs after the jam finishes, as well as working on a bit more content.
Ok guys concept is nice and very interesting could be expanded although I found it a little boring to drag and drop those two items back and forth in their respective slots probably if you can add some shortcut for that things might become more interesting and fun but its just my suggestion ^^! Overall very nice game :D
Thank you for the review!
I can understand how that might be tedious. The Ability to drag items between slots after originally assigning them to a character at the start of a level is actually a bug. I thought that I fixed it earlier, but it turns out that I only removed the dragging animation. By the time we caught the bug, there wasn't enough time to fix and before submitting the game.
The intended behavior is for you to have to strategically decide which abilities go to which character at the start of each level, and be unable to change that later on. If we add more abilities, then we can design puzzles where figuring out which abilities go to which characters is an integral part of finding the solution.
Unfortunately, this bug found its way into the game and we didn't have enough time to implement more abilities. We'll update the game and fix that after the jam.
The two characters are pretty cute. Nice job with the levels you should do more after the Jam. Also be careful with the music :D
Thank you for the review! I don't know about the rest of the team yet, but I plan to add at least a little bit after the Jam. Definitely bug fixes and minor improvements suggested by other people who reviewed it, but also more levels. I've even already created a level three to post after the jam ends.
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.