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Level Management's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2006 | 3.333 | 3.333 |
Overall | #3414 | 2.765 | 2.765 |
Creativity | #3969 | 2.704 | 2.704 |
Enjoyment | #4243 | 2.259 | 2.259 |
Ranked from 27 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?
You are the level. You need to help the players complete it.
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
like the poilsh in the level 2
Definitely has a clean style and an interesting set of mechanics. I'd say the game is maybe a little too confusing to get through without a more thorough explanation of the mechanics.
Good work! :D
I really like it. But I can't see how it matches the theme. Great work on the art tho!
Nice work - but I still can't work out the connection of the game to the GMKT2023 theme? Like other have said, in game tutorial would be good, and some music and sounds effects.
Really love the visual to this game! It's clean yet charming!
Very pretty aesthetics. I think I saw some bugs on Mac Chrome and couldn't get the click and drag to work.
I keep getting teased by puzzle games here. I play the first few levels and right when I'm getting invested in the mechanics and curious to see what else the game has in store, the game ends!
But I did enjoy what was there. The second and fourth levels had me stumped for a bit before I discovered how I could use the starting blocks to redirect the players.
A few notes:
- Put a grid pattern on the floor so it's easier to tell where exactly to place the spawn point relative to other game objects.
- It felt a bit arbitrary that I couldn't move the players around to certain parts of the level. I understand why from a puzzle design perspective, but it would be nice to have some permanent indicator.
- There was some buggy behavior when I placed the start block on top of a pushable block.
- The rotation direction of the blocks was hard to tell at a glance. I saw the dashed lines up top, but I think it would be better to have an arrow representing current direction and another for turn direction. Maybe something like this?
But overall, cool mechanics. I just wish there were more levels!
Great style! Would like some in-game instructions/tutorial of the concept though.
I cannot figure out the second level. Seems like the only thing I can do is rotate the spawn but that gets me stuck in a loop. I did accidentally find the alt mode though! You should put that in your description it will help a lot. Visuals are very nice though.
Interesting concept, but it could be more informative for the player
Really nice visuals!
Feels like it would be better with some tutorials and music/SFX feedback. Also the levels weren't super clear about where you could/can't go so I struggled a bit with readability. Nice work though!
Took me a while to figure out, could benefit from some in-game tutorials or references. A turn counter would have been useful. I love the aesthetic and the limited player movement mechanic.
Nice style, Im a sucker to "turn" based puzzle games lol
This is an interesting system, always makes for an interesting puzzle game when you limit player movement. The aesthetic is also nice!
Wow, I love the visual style here! The style is minimal and clean, and really helps with "reading" the puzzle layout. The alt-key highlighting is very nice, and I love having an infinite rewind to go back to the exact step I want to retry. I wasn't able to find a restart key - is there a way to jump back to the start without rewinding through all your moves? Congrats on the excellent presentation and implementing some mind-bending puzzles!
Thank you! The Alt-thing is actually the remains of the tutorial system. If you click and object it will give a quick description of it. (This was sort of cut due unrelated issues, but I'm glad that it worked for you)
Also, there is not a global reset. Though that is a great idea!