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Escaping the blue carpet's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #110 | 4.441 | 4.441 |
Enjoyment | #170 | 3.912 | 3.912 |
Overall | #202 | 3.971 | 3.971 |
Creativity | #938 | 3.559 | 3.559 |
Ranked from 34 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?
Solve puzzles using the obstacles to roll your dice
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
I love the graphics and the dreamy atmosphere. Nice puzzle idea that would make a great mobile game. Other than sorting the sprite sorting issues (understandable, given that you had 48 hours and unity) I would suggest switching to tapping/clicking as a movement mechanic, as the isometric perspective makes it less obvious which button will move the dice to which side. Other than that, great entry. Kudos for the sound design!
Yeah, the isometric movement got us by surprise! We couldn’t even imagine a solution that would fit the jam’s time window. We barely managed to publish it in the end, so glad we didn’t try to solve it hah! Anyway, thanks for the suggestions, we’ll keep them in mind in case of a bigger version 👀
And yes, we also couldn’t stop to solve the sorting issues, but hopefully it didn’t get in the way too much (pun intended 🥁)
Thanks for playing and the feedbacks! It means a lot ❤️
I love the concept and this puzzle game aspect!
Yaaay, so glad you like it! Thanks a lot for playing * w *
This is my favorite take on "You are the Dice, roll the dice to match the top". You nailed it! I really like how the dice doesn't move until you go over a ledge... something about it is so very much less frustrating than the other implementations.
Art and music were on point, too.
Good work!
YES! That’s exactly what we wanted with the rolling only over ledges: to make it more relaxing and easier to predict! Glad you liked it :DD
And thank you for playing and the nice words 💖
Great game! Very pleasing, with interesting mechanics. As someone pointed below, catching the dice sides didn't have any consequences (maybe you didn't have time to implement?), and if some consequences were included that would be a 10/10 game!
The side collection is primarily meant to be an optional challenge (like 🍓 in Celeste). We also have something else already planned in case of a bigger version, but for the jam we managed the first purpose.
The thing is, we couldn’t implement all the designed levels (only 7 out of 15), so we couldn’t get to a more challenging part.
Anyway, thanks a lot for playing and the feedback 💖
love the art style! The game was fun too!
Yeeeah! Thanks, glad you liked it :DD
Great art and sound! The picture was really appealing which is why I played all levels :) I would categorize this as a puzzler and from a design perspective there are therefore a few things I would have changed. 1) you can run around the map anyhow you want and as a result collecting the sides is just a chore that I did at the beginning of each level. I am nut even sure what they are for to be honest. It felt disconnected from the puzzle idea because it had nothing to do with the puzzle itself. Or at least I didn't notice their effect. I would have just removed the sides collection mechanic. Or made it more obvious what they were for. 2) there were not enough consequences in my opinion. I usually just ran around the map until my cube was correctly configured. If a wrong move would prevent me from finishing somehow I would have needed to think more about what I was doing. Here is a an example from the jam that did this better in my opinion (it's not my game): https://itch.io/jam/gmtk-jam-2022/rate/1622626 3) I am also unsure why the cube has 2 valid "solution sides". That just seems like you wanted to make the puzzle simpler to solve. Maybe you could have added something like a "bad side" opposite of the "solution side" and you were not allowed to put the bad side on specific "bad tiles".
Overall I liked the basic idea. The presentation is great. I would have preferred it to be much harder though :) But maybe I just like puzzle games too much :D
The side collection mechanic is just an optional collectable meant to increase the difficulty a little (think of Celeste, for example). We thought of some more uses for it, in a meta gameplay flow, but we knew it was impossible to implement for the jam, so it’s something we would create for a (possible) bigger version.
Yeah, overall, the game is easy! We like to create more relaxing experiences, so we normally make it very easy then scale the difficulty slowly. The thing is we didn’t have enough time to create more challenging levels, so it ended still very easy. We have 15 levels ready to implement, but the time was not forgiving with our slow pace.
That was our approach to make it easier to predict and calculate when you are going to “land” on a correct win state at the end. Something that other similar games (in my opinion) struggled with: very hard to make simple levels because of this natural complexity.
And thanks a lot for playing plus the feedback! Really appreciate it and will take these in mind in case we develop this game further :)
Thank you for your reply and the insights! Time was also an issue for us. It's a really tight schedule :)
I was going to think of interesting things to say but tbh the game immersed me enough that I forgot what I was doing. I would play this game out of a game jam so ggs!
aaaaaa thanks a lot! Really happy you enjoyed! And it may just have a bigger version out of this jam 👀
Absolutely lovely, everything from the art-style to the level-design is just great, good job!
Thank you! Glad you liked it :D