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Sizeswapper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1464 | 3.600 | 3.600 |
Enjoyment | #2497 | 3.000 | 3.000 |
Overall | #2619 | 3.133 | 3.133 |
Style | #3772 | 2.800 | 2.800 |
Ranked from 15 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 swap sizes with other things on a blueprint.
Development Time
48 hours
(Optional) Please credit all assets you've used
Font Mayin's Hand by Cos Ryan https://fontlibrary.org/en/member/JasonTerrific
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Comments
liked the game style
Thank you!
Cool concept, had fun !
Thank you!
Really loved the concept and style! Would gladly play more levels if you add them)
Thank you!
With all this praise I might need to take some time and really sit down and try to come up with ideas for levels.
Nice puzzle idea! I would love to see more levels
I would also have liked to see more levels 😄. But didn't want to rehash the same puzzle over and over again.
Cute game! Like you said, I wish there was more levels but the second level still gave me enough trouble to make it worth it. I like the puzzle possibility for this!
My problem is that i don't have many ideas for puzzles. Usually some ideas come to me when I'm working on the game, but this time i drew a blank. I guess lesson learned: I should have a better idea for gameplay before running with an idea (and not trusting that I will come up with something as i work).
That's fair, puzzles are already hard even before adding a time crunch on top. I usually find it easiest to start at the end of the puzzle and work myself backwards until I have enough detail, and then workshop it from there. Great work though!!!
I liked the overall idea but as mentioned in other comments it is a bit too short. Also, I think a mechanic to maybe see a preview how things would change after swapping would have been a nice addition. Good work!
Thank you, if all this positive feedback makes me wanna come back to the game I'll look into making some preview.
But before I maybe do that I'd need to feel that I can actually come up with more levels, without resorting to the same old puzzle.
I like the game mechanics, it was interesting to go through the levels, it's a pity there are so few of them. Good luck with the game jam!
There would have been more levels if I had been able to come up with any good puzzles except "you need to get small to fit through the door".
Another fellow Godoter!
“I wish I could find more gameplay in this” I felt the exact same way with my game after hours of work, its a very frustrating feeling, but dont stress yourself over this, your game is great, specially theming, I love the visuals and the blueprint idea, gives so much character to it!
Thank you!
Hey! This game was actually delightful! Especially for being sick and tired post-con. The clear shortcoming is a lack of levels, but I hope you take it as a compliment that my biggest criticism is that I wanted to play more! The puzzle mechanic was cute, simple, and elegant, and I was able to get a picture from the levels you had of how this could make for some fun puzzles. I like the idea of something like a revolving door, where you have an intersection with a block that's stopping you from crossing one way and swap it around so the long dimension now is on the other side, letting you through but now blocking the other way. Seeing how you could totally reshape the blocks altogether by just intentionally swapping around made me feel like there is probably a lot of room for creativity in puzzle design.
I'd also be interested in more reasons to get big, instead of just becoming the smallest you can be.
This was really delightful, thanks for making it!
Thank you for the nice feedback.
I had a hard time coming up with puzzle ideas, otherwise I would've made more levels (I didn't want to create filler-levels with just the same simple puzzle).
And your last point is my own biggest gripe: I couldn't find any reason to get big rather than small.
I actually started the project with a side view (and a slightly different size changing mechanic, but the swapping is better I think) with gravity, and then getting big was how you could cross gaps.
I however found that the sideways gameplay didn't really vibe with the top down blueprint aesthetic I was going for. In hindsight that gameplay probably would've been the better choice, and if I hadn't been so exhausted I might have used the "extra" days of the jam to experiment more with that (and changing the graphics to match).
Exhausted after WorldCon and down with the con-flu I still wanted to do something this year, but it didn't become much.
And at this stage I feel that it wouldn't be worth it to use the full 96 hours so this shall be it.