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A jam submission

Midas & the 3 BonesView game page

Submitted by lancelot1106 — 9 hours, 22 minutes before the deadline
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Midas & the 3 Bones's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#18453.4623.462
Overall#25703.0643.064
Enjoyment#26832.8082.808
Presentation#29602.9232.923

Ranked from 26 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 first solve the puzzles as Midas, trying to reach the door. When you're succesful, the roles get reversed, and you suddenly play as the Bones Crew, hunting Midas down. Midas remembers the path you made him take, however.

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

No

We used pre-existing art

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

No

We used pre-existing audio

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Comments

Submitted(+1)

Ok I didn't read the instructions properly on my first try, after that it become total clear.

The mechanics are very smart, interesting situations with AIs also. Even if it's not yours, I liked your music choice and visuals :)

My most important feedback: I think the delays of moves turns could be a lot faster! (the AI takes so much time to act!!!!) It would make the game a lot more fun as you would not bother restarting (where now you think about all the time it takes to move the character)

Also drawing the registered path of the character's movement could help.

A tiny improvement of controls would be that the characters are already selected when you have to move them.

And a very important input to show in the instructions (and hopefully in the game if you post jam?) is the R to restart the level!

Developer(+1)

Thanks for all the feedback!! 

The delay has been addressed a lot, and I wholeheartedly agree. The unity editor itself had only a second delay, but it tripled in the WebGL version for no apparent reason. It's definitely something I'm looking at to make the gameplay faster while not interfering with clarity.

Drawing the registered path is something I wanted, but had to cut out due to the 48-hour time constraints. Indeed, it would improve things to make it less memory based!

The problem with preselecting characters would be when more than 2 Bones appear in a level. If one is preselected it might make it trickier to code everything correctly. As for the R, it's displayed in the first 2 levels, but perhaps it would've been better to keep it throughout all the levels. :)

Anyhow, thanks for all the feedback, I'll definitely keep all of it if and when I go for a full post-jam release!

Submitted(+1)

Ah yes I forgot about when you have two characters! Maybe having one selected by default can be a solution? (they do that in Xcom, works great)

Submitted (1 edit) (+1)

Also concerning the long delay, it's possible that it's because of the AI calculations. There is ways to optimize that, but depends on the algo you used, and the time it would take to be done. For example, some informations can be stored at the start of a game so the data access is faster

Developer(+1)

To be completely honest, the delay was added because the AI was too quick... It's fairly optimized and actually did its moves instantaneously, which is why I added artificial delay. Still, it could be that the AI needs more time to think in WebGL as well, so it surely is something I'll have to look into! 

Submitted(+1)

There are a lot of fun puzzles you can make with this set up. At first, I thought it would be enough to just take a simple path as Midas that the skeletons would be able to easily reach, but since you're working against the AI as Midas, you need to think of a path that outwits the AI that you can still reach when you play as the skeletons. It's a good dynamic! I think most of the skeleton sections were much easier than the Midas sections, though, especially because you could just camp the door. I think you could easily build on this concept to make a really tricky puzzle game!

Submitted(+1)

I'll be honest I was very confused by how this fit the roles reversed theme at first since I didnt read anything, turns out it fits perfectly lol.  The concept was good, but the current state could be improved as the puzzle just kinda turns into taking the longest route you can to make the second phase easy.  The later level designs and restrictions definitely help that out, but it could be improved through stuff like different tiles having different movement distances, giving the different bones different movements, etc.  Overall though great job getting this done in 48 hours, I could see you expanding on this further post jam.  Keep learning and keep making!

Developer(+1)

Thanks for the feedback!! I did realize that taking the longest route possible would make phase 2 easier, but for 48 hours I didn't want to ruin what I had by mixing up the tile movement distance or the Bones walking distance. Still, I'll absolutely keep that in mind if and when I create a full version of this!! Thank you so much!!

Submitted(+1)

I totally get that, keeping the scope in check for the time limit can be rough, better to get something finished than go wild and miss the deadline lol

Submitted(+1)

Congrats on finishing your game! Well done!

I liked the double puzzle of completing the route, but also making sure you have enough room to catch yourself. And the AI skeletons in part 1 add a little wrinkle, too. That concept has some cool potential. 

I think the game plays a little too slow in this current version. The delay between moving and the other "team" moving feels super long, especially when you're trying to solve some of the puzzles with trial and error. For example, the first puzzle with two skeletons that requires you to "bait" the far one to go over the top route. It's not intuitive how the skeletons will move or what the solution will be, and trying a handful of times to figure it all out takes a super long time with the delays between moves. 

But you still made a whole game in 48 hours which is a huge accomplishment. Great job :)

Keep making games!

Developer(+1)

Thank you!! I'll absolutely keep making games, especially with my bachelor in game design coming up!

I do agree though, the delay is too long. This was a lot shorter in the unity editor and personal builds, but it seems for some reason WebGL likes to slow things down, nearly tripling the delay. On the other hand, no delay could've caused confusion as the AI could possibly move a frame after you've made your move depending on the number of calculations needed. Besides that, thanks for the feedback on the non-intuitive pathing, I'll be sure to look into making it more straightforward if and when I create a bigger version of the game.

Still, thanks for all the feedback! It helps a ton!!

(+1)

i really enjoyed playing this. The text/tutorial needs a lot of work but I found the concept easy to understand. Another small thing is that it would be really helpful to be able to tilt the word to give more of a top-down view as that allows seeing around buildings etc more easily. 

The biggest issue is that when you fail as the skeletons the puzzle rests back to that sectin with the skeletons again, this is not good because I had made it impossible for the skeletons to catch me due to the path midas had taken so just resetting to the skeletons didn't help at all, when you fail as the skeletons it should at least have an option to go back and redo the path. 

All in all it was a fun puzzle game especially when you are playing both sides of it so you have to set up the midas path in a way that will help you later. Well done. 

Developer

Thanks so much! I do realize the tutorial was a band-aid solution, but I'm glad you could easily grasp the concept! The top-down tilt is something I realized too late, but that would indeed be a great addition in terms of accessibility, so thanks for the tips!

As for resetting the puzzle back to Midas, that's what the R button does. When failing a part, it won't reset the entire level if your solution with Midas was correct and you'd only need to adjust your path with the Bones. However, in case you do realize you took the wrong path with Midas, a simple press of the R button should reset the level in its entirety!

Ahh, I missed the fact that R took you back to the previous stage. I  admid because the game "reset" by itself when you failed I didn't thing to actually try pressing it. 

Submitted(+1)

Really great game! The fact that you actually play both sides of the challenge is really cool! I would have like a menu to mute the music as it get a bit much after a while, but other than that great job!

Submitted(+1)

Great concept. Cannot believe I am perhaps stupider than myself 😅

Submitted(+1)

Very creative game concept and super cool looking art!

Developer

Thank you! Glad you like the concept!! And as for the art, the in-game assets were all made by Kay Lousberg!

(+1)

I really like the puzzle idea with taking your turns and planing ahead for your future enemy-self. The delay between the turns is a bit annoying, especially when you have figured out a route and just click and wait to take turns.

Developer

Yeah, WebGL seems to slow things down, meaning the delay is slightly longer. Still, glad you like the idea!!

Submitted(+1)

Great game

Submitted (1 edit) (+1)

Great game! It suffers a little from the classic puzzle game problem of solving the puzzle fairly quickly but still having to play for a while to carry out your solution. I think if the rounds were faster that'd be good. I'd love to see this polished off and completed.

Developer(+1)

Thanks for the feedback! Rounds were definitely a bit faster when I was building this, but partly for the sake of clarity and partly because WebGL works the way it did, things got slowed down, but that just means it can be even better!

(+1)

This idea of playing vs yourself is really smart 

Submitted(+1)

Really interesting idea where you have to play against yourself from the previous round, so you need to plan for the current round as well as the next.

Good job!

Developer

Glad you liked the idea!

Submitted(+1)

Interesting implementation of the theme!

Developer

Thank you!!