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Structura's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3142 | 3.086 | 3.333 |
Enjoyment | #3548 | 2.700 | 2.917 |
Overall | #3585 | 2.855 | 3.083 |
Style | #3837 | 2.777 | 3.000 |
Ranked from 12 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 build to-scale structures to bridge across gaps in the environment.
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
Nice game! the concept is very nice. it's a little buggy but overall it's a good game!
I would be very grateful if you can check out my game too :)
I think I quit at level 4. The game lacks a lot of feedback when shooting, receiving damage, or gaining blocks. Once bridge is built, placing it always started from the center or whatever size was the zone, placing the cross here, so the boundaries are actually misleading. Solution I found was to place blocks both on right & left to center it as I wanted.
This being said, the concept fits the theme a lot and overall the game is very much functional. I actually love the block system. I almost feel like it would be better if you didn’t have ennemies to kill and just gather blocks around, and go back & forth to consoles to get blocks back, insisting on the puzzle side of the game.
I like how the game works so far however when shooting it's hard to tell if you are actually doing something because there are no particles that indicate if you hit or not or just straight up shot. It just shows a crosshair on the enemy. Maybe if there were at least a few pixels on the front of the gun that change it would've made it more clear.
Interesting idea though.
Thank you for the review! And yeah, I would have set up a clearer reticle on the enemies, but I was planning on having sounds and more sprites to back up enemies taking damage, but never got to it in time.
The mechanics regarding wall-jumping and building bridges weren't explained particularly well, and the second segment of the game was completely impassable as the second terminal for the bridges had no blocks. Good artstyle though, and the gameplay did seem decent.
I agree about the explanations; I didn't have enough time for a proper explanation bc of work. I updated the description to explain the controls.
For the second level though (spoilers in case you want to retry it),
you can return to the first terminal and reset it to use less blocks, then you'll have more for the second bridge. There's no requirement that you must use all blocks for each bridge. The guideline in each terminal is just to remind you how large the space to cross is. (At least it usually is. I forgot to set those properly too.)
Having come back to the game after this, I managed to figure out the block system, and get a lot further into it. The block system, although a bit clunky to figure out at first, does work well for some open-ended puzzle solving, and making it so enemies give you block is a clever way to make a player have to engage in combat without making it feel too much like grinding. I will note, I did seem to come across one bug, which is when you die with a bridge built, that bridge remains there, and if you get more blocks from killing enemies and reset the prebuilt bridge, it gives you both sets of blocks. This makes it easy to theoretically build infinitely long bridges. Other than that, the game is decently well put-together, and I can see I was a bit hasty in my initial review of the game.
Thank you for the review! The pause menu in the bridge builder has some tooltips that explain some of this (again, I was rushing). The bug is partially intentional: it allows for the game to get progressively easier as the player dies more, but also requires the player to re-kill all the enemies to get more blocks, sacrificing time for difficulty. Definitely still a bug though: try to use too many blocks on a bridge and the game will freeze :)