Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Your TurnView game page

Submitted by DannyIsMe, miopik (@MioPike), TheRealCarl — 1 hour, 25 minutes before the deadline
Add to collection

Play game

Your Turn's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#26382.8262.826
Overall#31562.8552.855
Creativity#31943.0003.000
Presentation#34872.7392.739

Ranked from 23 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?
We reversed the roles of a level designer and the player, now you as the designer have to save the game characters from their own mistakes

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

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (1 edit)

Cool idea, but the Playtesters get snagged on walls and the ground a lot. Since you're using unity, next time you could use a composite collider with a 2dphysics material. Great Game!

Submitted

Cool idea and clever puzzles! The art style feels really original. My only wish is that I could restart a level without having all of the blocks removed. Sometimes I just needed to change the position of one or two of them.

Submitted

Really clever to have as playtesters mice. Maybe it could be better to place the tiles right from the inventory, just to save time for the player. Also it tooked me some time to understand that some mice don't jump and some do. Maybe it could be solved by having third level one jumping and one nonjumping mouse. But other mechanics were nicely broad out from level to level.

Sometimes the mouse got stuct at the side of the wall. It was because there was friction between the mouse and the wall, so by putting PhysicsMaterial2D with friction to 0 either mouse or wall would solve the problem.

But overall good game.

Submitted

It's a really cool puzzle game, I like the idea of multiple playtesters.

The platforms are a little bit hard to place.

Anyway, great job !

Submitted

Nice game! I liked the cute artwork and while the idea is something I've seen before in this jam, the puzzle design in this one can get quite tricky! Well done, great entry.

Submitted

This was a very cozy time, with a very unique idea and some clever puzzles! Also adored the different music that was played in the two phases and the names of the testers! Very well done! :D

Submitted

Very cool game, level 10 was pretty hard. Not being able to just drag and drop the pieces immediately was confusing at first and got a bit tedious after restarting a bunch of times. Nevertheless great game!

Submitted (1 edit)

Loved the changing music between modes and the creative sprites for different platform shapes! Also, the little player sprites are very cute!

It would have felt a bit better to play if you could drag the pieces directly off of their spots in the menu. I also think that there should have been a way to reset the position of the players without removing all the placed blocks. Often I just needed to move a platform over by a grid square or two, but the game made me have to re-place everything again. Coupled with the extra click to spawn the piece, starting over each time felt like a lot of work. Pre-specifying how the players would move would also reduce frustration, for example when introducing each player for the first time (“this guy loves to jump”, etc.)

Submitted

Great concept! However I felt like the characters behavior should be explained better, as I had no way of knowing if they were jumping, how far they can jump, can they jump on ramps, and if you mess up everything you put down gets reset. aside from that, great game!

Submitted

Art and Music are great! Cool concept ,loved the gameplay ! Great job!

Submitted

Such a cool concept! Loveeee the cute pixel-art style too, well done! :D

Submitted

Always have to respect the people who made a game designer inside of a game design challenge haha. Great concept love the rats

Submitted

Well we had the same idea...you just got way deeper in developing actual levels. Good job!

Submitted

Interesting and fun implementation of the mechanics, even if some parts could have used more clarity. It became clear to me quite quickly that different characters had different movements, but I couldn't for the life of me remember who was who at the end (perhaps that's just my short attention span). It could also be an idea to have the characters leave behind some kind of trail, making adjustments to the level easier and more predictable!

Submitted

I guess the biggest issue is the same as our game, the controls are not really intuitive. Once I understood how to place the objects, it was pretty fun!

Submitted

1. I think you could improve the game by eliminating the prep box and letting players directly drag the object into the field for the puzzle. Having to click the icon then click and drag made the game a lot more tedious. 

2. It wasn't clear that the character's action would switch from level to level. I'm not sure why he is suddenly jumping in the second level. I think just some visual cue when the level starts would help with that.

3. the game wouldn't let me place an object when I paused the guys movement. Not sure what the point in having the pause is if you cant do anything during it

Developer

To address your points 
1. This is very helpful, many tmies through playtesting also showed us that it was more intuitive to drag directly from the box. Had there been more time and with more experience as a coder we could have done something around these lines

2. There are 4 different characters that do different actions, when switching levels the characters in the level switch. There is a character list on the right to show the different players. Given another shot, we would have clarified the specific movements, but overall I get the viewpoint.

3. The pause is more for knowing how the characters are positioned during the simulation, the player is not supposed to move blocks after the simulation has begun, only when the characters are at their start positions. 

Thank you for the feedback, we hope this clarified some things and hope that this puts the game in a new light for you! Receiving comments like these helps us out as first-time developers very much!