This was genius. Well done.
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GXLARE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #41 | 4.473 | 4.473 |
Enjoyment | #71 | 4.200 | 4.200 |
Overall | #139 | 4.145 | 4.145 |
Style | #1244 | 3.764 | 3.764 |
Ranked from 55 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 solve puzzles by creating shapes that gradually expand.
Development Time
(Optional) Please credit all assets you've used
see description for full credits
Comments
That was some transcendent space experience when I was waiting for drawings to scale
Very good realization of the theme!
Really creative puzzle game, I zoned in and forgot how long I was playing :D
The design is clean and intuitive, and the concept of scale was easy to understand!
Simple, elegant, challenging, fun. Well done. Also appreciated the chill music.
Saw this on Mark's stream. Incredible execution of the theme! 10/10
VERY fun game. Loved being able to come up with creative solutions for the puzzles and im glad there were enough varied levels for me to experiment with stuff. As much as a liked the visuals the post processing made me feel like i needed to wear glasses at some points but other than that very good submission!
I saw your game on Mark's livestream and I knew I had to play it.
Man, I definitely spent unhealthy amount of time playing this game, clearing everything.
I got no words but amazing to describe this game. LOVED IT!!
It's the best concept I've seen so far from the jam.
It's so simple, in its art, in its premise, in its execution. It takes almost no time to grasp the rules, but it takes careful thought to figure out how far you can go within those limitations.
It brings to mind Baba Is You in its minimalist aesthetic and high implications. It brings to mind Line Rider in its potential for creative self expression. It brings to mind all the fun physics-based puzzle flash games of the aughts in its accessibility.
It would feel just as at-home in an art gallery as it would in an engineering student's software kit.
Scroll wheel zoom is backwards, and sometimes drawing on the edges of the frame will instead pan the screen, which in itself is a functionality that doesn't feel great to use in its current state. These are problems that can be fixed in a few lines of code. Those lines are all that separate this from being a complete and fully realized product.
Absolutely, utterly elegant. Dots and lines. White and black.
I really appreciate the feedback! There was definitely a lot I wanted to add to the user interface, like making the zoom actually zoom where your mouse is, but once it was functional it seemed worth less than the time investment it would take. I’ll probably refine it after the jam, learning how to make a good interface is important! Seriously, thank you so much!
I saw your game featured in Mark's stream, and this is one of the best games from the jam I've played so far! Very nice work.
Very cool entry! Congrats on finishing your game.
I love how the physics puzzle space always gives someone room to show me something new and this did not disappoint. I watched Mark play this for a bit on one of his streams and was really interested in trying my hand at some of these puzzles. Watching your guess grow and how it interacts with the space was really enjoyable. There are some real highs when you feel like you get a lucky swing or an attempt looks shaky and pulls it off in surprising ways. Well done!
However, I'd say I still don't really understand how I beat a majority of the levels. A lot of it still felt like trial and error with little to no understanding of the underlying physics system. This was most evident in puzzle 18, which is where I gave up. It looks like a single dot should be able to make it all the way through, but dropping it anywhere seems to inherit some bizarre physics pivot point outside the actual shape, making the ball do some weird barrel rolls before actually hitting a surface. If there were more time than provided in a jam, I'd imagine your puzzle designs in the early stages could really be geared to give players a better understanding of the rules of your world.
Overall, cool game, and great job. Keep making games!
Thank you so much for your detailed feedback! As for the physics system, the object is always scaled up from the center, but from the drawing box, not the center of mass, so it almost acts like a force pushing everything out. The pivot is especially noticeable with small shapes like a single dot and can lead to some wacky behavior. Looking back, I would probably update its center to align with the center of mass (so it doesn’t matter where you draw your shape in the box). I’ll add some text to the game once the jam is over and probably give the player an indicator of the center (If I don’t just make it update to be relative).
Level 18 was already the hardest puzzle in the game, and I see how not being given a proper understanding of the mechanics makes it a lot more difficult, especially because the relative placement of your shape can make the puzzle significantly more difficult/impossible. I added skipping so players could hopefully not get stuck and see all the puzzles, and I really like level 19, so I hope you were able to check it out. (no pressure!)
Spoiler for level 18 solution
I intentionally made it so just a ball would expand to be too big to fall in the final gap at the end, though I understand that the weird rolling is confusing and makes it seem like it might be possible to fit (though who knows, maybe it is!). The "intended" solution was to create a disconnected structure at the top that would get stuck on the top platform and a dot placed below it, causing the resulting expansion to push your dot down faster than it could roll on its own and keep it stable so doesn't spend as long rolling around. Thinking about it now, the "intended" solution does sort of rely on an understanding of the scaling mechanic.I loved this - the music started the grate on my a little bit towards the end - but I loved everything about this
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