I love how this game literally teaches you how to play it. Felt like a pretty creative interpretation of "roles reversed".
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Mr. Map's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1420 | 3.600 | 3.600 |
Enjoyment | #1890 | 3.100 | 3.100 |
Overall | #2237 | 3.178 | 3.178 |
Presentation | #3208 | 2.833 | 2.833 |
Ranked from 30 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 play the map
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Great job on this! The puzzles were a lot of fun! My team’s game is a similar premise, so its nice to play a fellow tile-placing puzzle game. Really good job again!
That ending was strangely bittersweet, and i'm not complaining! Reminds me a lot of programming games i'd play as a kid. Great job!
Yay, a cute grid-based puzzle game! Either I haven’t found them yet, or this year has been a lot less puzzle gamey than last year. Took me a while to realize there was screenwrap, so level 2 was actually the hardest one for me.
Player actions and placement actions being played out on a on-level basis is actually a concept I don’t think I’ve encountered before and could potentially open up a pretty large design space. Level design was decent, but I wouldn’t have minded a little more challenge. I know with some more elements, you could make pretty complex puzzles, but I’d also be interest to see how far just these few simple elements could be taken.
Dialogue was pretty funny, but I still wish I could advance it by clicking. Also, some sound effects might be a nice addition. All in all, solid entry though!
Appreciate you playing the game! I think for sure when I put into the game the deserved time and effort into level design ill have to make the screenwrap more explicit. I agree withe large design space, I feel like theres a lot of possible depth with the current system and am excited to explore it with a nicer level design curve. Also have some ideas for a few other mechanics but as you said, first I want to see how far I can take the existing ones. As for the dialogue I fully agree on some skip functionality and of course sound. Glad you enjoyed it and thanks for taking the time for feedback!
very nice idea and implementation! the dialogue is fine with me, but i wish you could still place blocks during dialogue, and that when you restart the first level it doesn't repeat the dialogue all over again. also i think the arrow mechanic should be introduced more gradually. it's not that it's hard to comprehend, but it's just that it's overwhelming to be bombarded with arrows.
one important thing: i only realized later that those plus signs at the bottom indicated how the character moved. i think they should be a different kind of arrow, like > < ^ v or something.
also, the konami code introducing the level is interesting, but it has no effect on the actual puzzle, so it seems redundant.
overall, good and fun game! more levels would be good
Thanks alot for the feedback! I will definitely take a look into level design to get a smoother learning curve, including how to scale the arrow turns. I agree with the overwhelmingness of it. Which is a good news of sorts when creating depth and difficult puzzles but definitely not a good idea to use many right off the bat.
As for the plus signs ill keep in mind that feedback to see how to better visualize, i wanted to kep them separate than the arrows that are placed on map towards the end so I went with a D-Pad visualiation style.
haha glad you got the konami code reference. that level felt more like a callback to level 1 (the character enjoying moving around and ending at the same spot) so i thought callback+reference to konami code was the cherry on the cake. It proably would make more sense in a game with more levels, and not sacrifice one whole level out of 5 simply for a reference. Even so, twolevels with konami code at the beginning might be way overkill. At that point I was just rushing through level design tbh. Would have loved to have more levels which more slowly introduce each mechanic and have enough levels for each mechanic to scale through.
Thanks for playing and taking the time for the detailed feedback :)
Very cool, I wanted to see more :D (poor little level 4 lost in limbo)
I liked the touch of humor too :D (even if the end is a little sad ? :'()
Very cool puzzler, the graphics are quite nice but I had trouble reading the dialogs and didn't realize they where there at the start, some sound would be nice, but otherwise, I really enjoyed playing it and would love to see more levels!
Puzzles wer e really nice and well tutorialised. I wish there were more levels. Dialogues were fun, but not begin able to skip them were a little bit annoying at some points. Great job overall!
Appreciate the feedback! Glad you liked it :) Hoping to expand to more levels eventually. As for the tutorial, it's nice to see the results of testing and tweaking with feedback. Really excited to expand on this idea. Along with level design, priority will probably be QoL like dialogue skipping. As I mentioned in another reply, I am hoping to enable a map editor and community maps section to be able to play other people's levels as well :)
Same! hehe level design was the last thing so ended up being really few. There was actually a 4th level which the final build accidentally skips... its a weird bug but, i triggered an event with the dialogue line "Mr. Map?" which is the last line of the game. But I overlooked the fact that that line happens as well at the beginning of level4, so whenever level4 starts, that line runs, and it skips to the next scene. will definitely reupload with that map post-game jam. Hoping to enable a map editor and community maps section since i want to play what others make as well.
Appreciate it! Those ice sliding puzzles in Pokemon were definitelya highlight for me and could never get enough!
Agree 100% with the dialogue situation, i held off on it for fear of breaking something in the process and not having enough time to test it. The turn system ended up being a bit more convoluted than i was hoping for
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