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Drawn to Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1703 | 3.526 | 3.526 |
Overall | #2718 | 3.105 | 3.105 |
Style | #3165 | 3.000 | 3.000 |
Enjoyment | #3244 | 2.789 | 2.789 |
Ranked from 19 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?
Each time you draw a shape it scales proportionally until it has the same area as a target shape
Development Time
96 hours
(Optional) Please credit all assets you've used
Background music is by Kevin MacLeod, Game over sound effect is from Freesound
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Comments
Game starts lagging after having only two shapes in the field. It's a funny concept for sure, but at one point I kept drawing and no shape was forming (happened after one shape fell off the bottom, just went through every shape). Good idea for a game! Sadly, couldn't play for very long U^U
Thank you for playing! Sadly I was aware of your issue, but couldn't fix it in time before the jam deadline. If you have a Steam Deck or another PC with a more advanced CPU perhaps you could try playing there.
Pretty cool idea and I liked the doodle style but the pieces kept falling through the bottom so I was never able to build and score any lines unfortunately, both on Mac and Win. Maybe I’m doing something wrong?
May I know if you are using a very old PC? This is the same problem I ran into on WebGL, which is why I had to remove it. I suspect that if the hardware is very old and doesn't support multithreading or something this problem occurs.
Inherited from a friend a year ago but it’s not too old. Windows 11 Pro, Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz 3.60 GH 32.0 GB. I also tried it on a 2016 Macbook Pro. Hope this helps narrow it down a little more?
I'm sorry, I really can't diagnose the issue. I thought it might have to do with whether multithreading was available or not, but I tried exporting a WebGL version with multithreading enabled and it still ran into the same problem. From some online Googling, your Windows CPU doesn't support multithreading but your Mac CPU does. I think this has something to do with the Godot 2D physics engine that is out of my control, I was aware that my game was pretty intensive on the physics engine but didn't have time to optimise it before the deadline. I might have to ask around people that are more familiar with this than I am.
It’s ok, things happen. Hmm if it’s the physics engine, maybe you could try using a different one besides the default? I think I’ve seen some other Godot physics engine plugins. Good luck figuring it out!
FWIW I got it working on my Steam Deck. Quite fun! I think I wish there was more of the Tetris element, like the ability to rotate pieces as they fall maybe
Nice to see you got it working! Your idea is interesting, though I will probably need to tone down the gravity if I implement it.
One of the most creative spins on Tetris I have seen! Very cool!
Thank you!
That's great out of the box thinking!
Thank you!
Bonjour, l'idée est très réjouissante car inattendue et la musique est aussi entraînante. Cependant, le jeu a des défauts, il a tendance à buguer. Je n'ai pas réussi à éliminer des lignes.
Yeah, during my own playtesting the game would also get laggy when there are too many objects on the board, but I was unable to fix it in time. Still, thanks for playing!
Really great idea. I think this is a push for the theme, though. I would've liked some sort of ability to scale the pieces up when they're already on the board, to hopefully get a match
I see. I personally thought it fit the theme quite well, though we all have different interpretations of the theme and that's ok. As regards to your idea, 1) I'm not sure if it would make the game too easy, as part of the difficulty of the game is the lack of control the player has over the shape once it is drawn, making it paramount that they draw it to exactly the right proportions 2) I'm not sure how expanding the shape when it's already on the board would mess with the physics engine, I imagine it would most likely result in unexpected behaviour. Still, thanks for playing!
Oh yeah, it would totally mess with the physics engine. As a player, that's not my problem ;) For real though my game was physics based and I realise the severity of such a request.
One of the most creative games in this jam, simply amazing!
Thank you!