Play game
Pixcale (GMTK Jam 2024)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #495 | 4.000 | 4.000 |
Enjoyment | #765 | 3.647 | 3.647 |
Overall | #1440 | 3.510 | 3.510 |
Style | #3547 | 2.882 | 2.882 |
Ranked from 17 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?
[spoiler] The puzzle is based on pixel scales
Development Time
96 hours
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Comments
Really creative idea, it took me some time to get how to play but when I did it was very fun!
once i got the hang of it the puzzles were actually pretty fun! i want to echo the other comment here about some possible QoL features you could implement if you want to expand it further, i think it could be a nice little timewaster!
this is so creative. I liked your game concept!
Surprisingly enjoyable! And surprisingly hard...
Cute little puzzle game, almost a paper puzzle. Early puzzles didn't feel super interesting as most of the time, the thing I thought was obvious was also the thing that worked, but the later puzzles were quite fun to figure out. My main complaint is that some quality of life features would be nice, like a grid / checkerboard pattern, a slightly larger playing area and maybe even a preview of what cells will be changed, at least after a few levels when you should have figured out the trick. Still, I quite liked this one, well done!
The puzzles were cute!
I am curious - as these are optimization puzzles - how did you go about making sure the solutions you require are optimal? Would the game allow you to complete the puzzle if you somehow used less than the amount of pixels requested?
Thanks :)
As this was a jam, I didn't attempt to create a perfect algorithm to determine the optimal solution, but I did figure out an optimization rule that helped me design the levels. In groups of 4 pixels that could be flipped together by the previous scale, it would be "economic" to flip them together if most of them need flipping, I.E. 3 or more.
Anyways, it is possible that I made a mistake and some of the levels could be solved using less pixels, (and in fact, one level intentionally wastes pixels), but because the game requires specific amounts of yellow pixels per scale, that would not count as a level solution.
Please send me / post a screenshot if you do find an extra optimal solution.
p.s. Later in development I did consider counting the pixels together instead of per-scale, to make it always about optimization, but wasn't sure about the change and didn't have enough time anyways.
Really nice concept. Get pretty hard in the later levels 😅
Very cool puzzle game! Takes a while to become challenging but this could be easily expanded to add more and more challenging levels
Liked the thinking of it