Interesting concept! It seemed simple at first, but once the concept of pushing the player was introduced it became a neat challenge trying to figure out how to proceed. The trick for the last level seems a bit unintuitive, but it was easy enough to figure out through experimentation so it's not a big deal. My one complaint is that the fixed camera angle can sometimes make it hard to figure out the relative depth of objects,
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Euclidia's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1493 | 3.596 | 3.596 |
Enjoyment | #2055 | 3.149 | 3.149 |
Overall | #2932 | 3.050 | 3.050 |
Style | #4919 | 2.404 | 2.404 |
Ranked from 47 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?
Rescaling All of the level's platforms to solve puzzles.
Development Time
(Optional) Please credit all assets you've used
See description for full credits.
Comments
The ironic dev comments at the end of each level were so good hahahaha.
Removing from the player the option to scale each one of the platforms or being able to increase or decrease at will was, probably, the best choice you did for this game. Otherwise it would be too easy.
Really cool take on the theme. Also, really appreciated that dev note lol
very cool concept and take on the scale thing! At first I was wishing that I could rescale each block manually, but now that I've finished, I like that scaling every block at once forces you to figure out the patterns and when the optimal time to do stuff is
There's definitely a good core idea here, and a type of puzzle that I don't think I've ever really seen (having to use external objects to push you in the 3rd dimension).
I think others have mentioned the camera. The lack of controls in that regard made it difficult to confidently make jumps and see where I was going sometimes, especially when jumping to a lower platform.
But yeah, definitely like the puzzle concept. Nice work!
I'm impressed by what you managed to create in a puzzle game with basically one way to interact with the game world. I'm curious how you figured out that clip that happens in the last level cause I was legit looking at it like "how the heck do I do this??? There was one puzzle with the first stage where the pushing block where the top block was extremely slow and the bottom was fast that meant if you messed up your timing you'd be stuck under the platform for ages and you're just holding Z for ages which was the most frustrating puzzle in the game.
If you want keep developing this, I feel like maybe mapping the rescale button to something else as well as Z, especially if you end up needing to sprint jump or move while rescaling for a puzzle because the keyboard controls might be a bit uncomfortable.
Tiny gripe with conveying information thought. I think having "LMB/Z" as "Action" on the game's description page should probably be changed to something else or have a signpost in game that explains the thing below about the action button rescaling the game world in the first level? I know it's a case of I shoulda kept reading the description page but once some people (like me) have scrolled through the controls and see anything that isn't controls when playing short games I'm probably gonna open the game.
Sorry if this sounds overall negative I genuinely loved this and the nitpicking is more because I want to see it become even better than it already is.
For the first paragraph, yeah... I'm not a good puzzle designer at all... I just kinda threw out some platforms here and there, if they were fun, I keep them, else I delete... I guess now you can see why the level design is bad.
For the second paragraph, you're right... Z and LMB aren't really the most comfortable controls. I just figured having both arrows/z and wasd/lmb would make it more accessible but after the jam ended I realized it was a a bit bad.
And for the third paragraph, I just liked it to be a surprise what the action button does. I didn't want to show what the whole game is about BEFORE the player begins playing, so I did that. Apparently most people who play tested it didn't agree but I kept it there anyway.
But anyway, thank you for playing! It's nice to know that some people actually didn't get bored after the first/second level. Thank you for playing!
Really interesting concept! It was really fun but also not that easy! Overall great game!
clever! I liked how slowly new ideas were introduced, it helped me understand and kept my interest. was a little frustrated with no checkpoints on a slower paced game, however
This is some really good puzzle platforming! I also love how witty it was! Short and sweet but had a great time :))
Oh yeah, the music choice was very good.
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