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Grandcestry's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #94 | 4.156 | 4.156 |
Creativity | #126 | 4.313 | 4.313 |
Overall | #195 | 4.094 | 4.094 |
Style | #1122 | 3.813 | 3.813 |
Ranked from 32 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?
The player must coordinate and navigate four statues of significantly different sizes to complete each level.
Development Time
96 hours
(Optional) Please credit all assets you've used
See description for full credits
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Comments
Simple yet elegant and interesting!
The only reason I didn't finish is because I pressed 'q' and for some reason the game just froze forever. I had cleared like 10 levels or so? Idk. But if it was not for that, I would have kept playing.
Some points that made my experience a bit frustrating:
This sells the scale experience in some way, but it is very frustrating to retry a level, forget some part of the layout and have to collect some idols just to be able to see a part of the map, and then decide: ah, I have to split to go there, let's go back and redo.
Maybe add some way to inspect the level when you are still would solve the problem
This is interesting at the start on easier levels with less steps, creates things to process in the mid of the level, but on harder, where you play for 1 minute to collect the horn just to realize that you should have done things differently and was not your fault, was a small point of frustration to me
I sense there is a sequence of priority directions, but I cannot tell that, and sometimes you just expect to split a certain way and It doesn't, and then you see only then that you have to plan your path again
But look, I took the time to write all these feedback because I really liked the game! I wanna see it get better in the future. It is a know genre, but the twist is welcome and charming, and the project well is executed, with simple but clean and readable graphics, a great atmosphere with the soundtrack, sound effects and style of animation. Great entry! Congratulations!
Thanks for such detailed feedback! Those are all great points that we'd like to address moving forward. I'm really not sure why Q freezes the game, but thanks for letting us know!
Simple but challenging! The style and concept of the matryoshka-looking statues are just adorable, and they provide unique puzzles. It's also nice how you can feel the difference in movement and screen view from each of them: that was nice touch. The main problems I had was that there was no undoing, which would be useful in cases where you can't see the screen entirely, and that the shape of the statues didn't fit the square collision box well, so there were some confusing moments. There were also some weird cases where the separation caused an overlap of statues. I also solved two levels in the exact same way, and I'm not sure if this was a mistake of duplicate levels or if there was some difference between them I didn't notice while playing. But all in all, great puzzle game for the time limit.
Thanks for the great feedback! An undo buttons was definitely something we wanted, but didn't have time to get to it. Same with making the collision better match the statue shape. There are two levels that are nearly identical early on with the key difference being in the first one has a 1x1 block you have to push while the second has a 2x1. This was supposed to illustrate the idea that you can only push a block if you are the same size as the side you are pushing against. It sounds like that moment could be clearer though.
i'm talking about the 10th and 12th levels, and they seem to have the same things, but i'm probably missing something
Oh, yeah, you're right! It looks like level 10 got duplicated and another level is missing. Whoops! Thanks for letting us know.
Loved the game. It's a very nice take on sokoban puzzling and scales. One thing I'd mention is that usually sokoban puzzles show the entire puzzle at once. I like the idea that the bigger you are the more you see, but it led to a bit of frustration that there was an extra phase where you had to discover the puzzle before you can solve it. Also there wasn't much of a tutorialization that explains the block pushing mechanic that is tied to the size, or I just missed it. The idea is great but maybe a bit more of an explanation is needed for it to be obvious. But overall nice presentation and putting 4 pieces into their places back-to-back was very satisfying especially with the neat sound effects.
Thank you so much for your kind words! As you get larger, revealing the map was a pivotal design decision early on. However, we realized some frustration that might come with it and tried to soften it by easier retry buttons and skipping levels for any that don't resonate with the player.
For the block pushing, yes, the first order of business when expanding this is to further sharpen the materialization of the block pushing mechanic. Thank you so much for trying and providing great feedback! Cheers!
Nice game, I liked the how block pushing mechanics only let you move themwhen you have the appropriate sized doll for the side you're pushing on
Thanks! Yeah, that felt like a pretty natural extension of having different sized dolls.
Great submission! The central mechanic is interesting, the rules of the puzzle is pretty intuitive and the levels do a good job of easing the player into more challenging puzzles, and introducing concepts and the mechanics elegantly.
Thanks! We tried to prioritize that tutorial experience so people could really understand what was going on before throwing tougher challenges at them.
I love the idea of using Matryoshka dolls for this theme, and the levels are nothing short of creative and enjoyable. Great game!
Thank you! Glad you enjoyed it.
Nicely done! Very smart use of the dolls and puzzle are really neat and well thought. good job
Thanks for the kind words!
Matryoshka dolls is a smart take on the theme. This is one of those jam games you can see being expanded in to a full title. Great work. 5/5. GG
Thanks!
Hey! We have similar idea with sokoban and matryoshka styled game 😅
But I would 100% say your game was better executed. I'm very amazed on how much level you could build in just 4 days, and those were really good levels as well. Kudos!
Thanks! I'm glad the levels are being so well received given how late of an addition many of them were. I'm very curious to see your take on the idea.
I loved the visual style of the game and the puzzles were well thought out. It reminded me of Patrick's Parabox with the changing scales :)
Thanks so much! Patrick's Parabox was a bit of an inspiration for sure.
It seems to be a problem only for me, but after Unity splash screen I cannot see anything but purple. I can hear sounds when I use my controls but I cannot see anything. Is there a way to fix it?
That's interesting. While I try to look why this is happening, could you perhaps try from another browser? Sorry about thtat
I was using Firefox on Linux. Trying it on Edge on windows solved the problem. That was a five star idea and a lovely execution. Very well done. I wish I had this idea, it’s just so cool!
Thanks for trying our game despite those issues, and very glad you got to enjoy it!
Creative concept and nice execution! The puzzles are well thought out for such a short development time and the game definitely has the feel of something that could be developed further past the game jam.
One minor feedback though is that it would be great if we could influence the direction the smaller doll “jumps” out of the bigger doll from, because there were some puzzles were the seemingly arbitrary exit direction made completing the puzzles a lot more tedious due to where the previous dolls were left.
Thanks for the feedback! Yeah, choosing the exit direction was something we were looking at including, but didn't around to it. It would be a great inclusion if we develop this further.
Very cool mechanic that reminds me of russian dolls and snappy gameplay to go with it.
Also, great music choice that matches the environment.
Thanks! Russian nesting dolls were indeed the original inspiration.
Beautiful game and well thought
I'm glad you liked it! :)
The matrioshka idea was simply genius, and then you pulled a charming sokoban with an awesome vibe added to it. For me it was a perfect score. Congrats!
Thank you so much, glad you enjoyed it!
10/10 game loved it! Really good reinterpretation of Sokoban!
Thank you so much for playing! :)
The mechanics of this game are great! Very enjoyable gameplay, the sounds fit the game nicely, and the game fits the theme perfectly! 5/5 rating for me.
Thanks so much! We're glad meshed together well in the end.
I think we have the most original puzzle mechanic of the jam!
Thanks so much!
Your central mechanic is absurdly clever and contains such depth despite being so simple. Your puzzle design is also really strong and the evolution of ideas is great; I might not have assumed this was a jam game. If I have one suggestion, it's that maybe the camera doesn't need to zoom in as much (I lost context of the broader level sometimes); but I liked everything else about the visuals, including the little satisfying stomps. Nicely done!
Thank you so much for the kind words! I would agree about the camera; it used to be even more zoomed in, but we didn't get around to tune the zoom as much as we would have wanted.
Fantastically executed! I love all the different levels.
Thanks so much! Most of the levels were later additions, so I'm glad you enjoyed them!