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A jam submission

Shutter LabsView game page

Puzzle platformer where your abilities are picked by a dice roll
Submitted by Tarodev — 1 hour, 43 minutes before the deadline
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Shutter Labs's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#764.1964.196
Creativity#974.2174.217
Enjoyment#1204.0074.007
Presentation#1504.3624.362

Ranked from 138 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?
Roll the dice to complete puzzles

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

Viewing comments 68 to 49 of 88 · Next page · Previous page · First page · Last page
Submitted(+1)

(Josh)

I love me some Portal-esque gameplay, and this game delivered that experience. The art and sound (despite some commentary in-game saying otherwise ;P) looked good for having 48 hours to do it.

I liked the idea of throwing a die in 1st-person and having the upward face be an ability; that said, the actual act of throwing the die and hoping it landed on the ability I needed to use was a bit frustrating at times, especially in cases involving the missile turret. Knowing what I needed to do to solve the puzzle and not being able to execute it because the die didn't roll the way I needed it to didn't feel great. Being able to rotate the die while holding it, so I could start my throw with the die positioned to my specification, might have made it easier to time the throw better to make it land the way I wanted it to.

Overall, great job!

Developer(+1)

I totally agree. I did place a bit of artificial roll assistance in the game depending on the level requirement, but it wasn't enough most of the time. You should come back in a few weeks and give it another try after we spend a day improving it :)

Submitted(+1)

Cool idea and awesome presentation! It felt really portal-esque and the voiceover was fun!

Sometimes it felt less like like a puzzle though, since not only is the dice random but some things you wanted to do where just hard to execute, like throwing the swap dice over the wall... For the dice I think it would be nice if you'd be able to slowly push it over, so you don't have to always reroll completely or use weird camera angles

Submitted(+1)

It's a very fun game. I completed almost every level, but in one of the last levels I somehow teleported myself and the cube out of the map and fell into an infinite hole. After I played the game I watched the video and realized I was doing almost everything wrong, but still got through every level. When I played the game I didn't knew about charge throw, I didn't knew about cube sentience ability and I thought it only lifts it in the air.  But I think that is what made this game soo good, that almost all puzzles had different solutions and I didn't have to do everything the intended way. 

Developer

We certainly needed to communicate the abilities a bit better, especially the charge throw. Thanks for playing and abusing the levels! :D

(+1)

I liked the game: 

Developer

Yay! Thanks for playing. That was fun

Submitted(+1)

It is incredible that you guys are able to make all that in just 48 hours. Hats off one of the best I've played in the jam.

Developer (1 edit) (+1)

Thanks Anderson! Very little sleep 😂

Submitted(+1)

That's a cool game. I really love the protal-like game and the Value-way mechanism displaying. The operating could be better and the dice part caused some uncontrollable feelings.

(+1)

Cool game, but I don't think I solved any of the puzzles the intended way lol. I jumped on walls, ran away from turrets while hoping to get the teleport ability, teleporting when you were supposed to use magnetism, and much more. I also felt like there was too much luck which made the gameplay quite frustrating. I would've loved to see these mechanics combined to create much more interesting puzzles but I understand that 48 hours is a very short time frame. Still, I enjoyed the game and some of the puzzles were pretty cool. Great job!

Developer(+2)

It brings joy to my heart knowing you abused the mechanics  to cheese the game. Think outside the... cube

Submitted(+1)

I am a fan of Mental checkpoint and watched the video after playing. I would love to see a fleshed out version as there's a lot of good ideas. 

I would mention issues, but you've covered most of them in your video, but here's a couple thoughts. 

Another interaction you may have missed is using Sentience as a double jump, as you can stand on it and lift yourself off the ground, then jump. 

In terms of puzzle design, I would like to see levels that need more than 1 ability to solve. I think the design space is there to be explored, but understably not explored fully for 48h.

Once again mhch love to Mental Checkpoint. Was a lovely surprise to see a gmtk jam from you, and I enjoyed seeing the development process. 

Developer

The sentience mechanic is interesting! The damn cube floats all over the place but you certainly could use it that way.

Submitted (2 edits) (+1)

Had a lot of fun completing this game !

The "narrator voiceline" power is definitely making the experience much better, but it being a manually triggered action meant I often forgot to roll the dice on the yellow face, most times I remembered before triggering the next room but I missed several voicelines unfortunately. I can only imagine the laughs and tears I would have shared listening to those, the deep thoughts and introspections following the wise advices... 

Had a few bugs but nothing that was game breaking thankfully, despite trying things like swapping with the dice while holding it haha.

I probably cheesed a lot of the puzzles, picking up the dice through doors or using the wrong ability to complete the level, but that's not necessarily a bad thing, made my experience more special and funnier.

However I do think that with all those abilities, there isn't enough variance to really justify them. A lot are interchangeable in multiple puzzles, which kinda makes the abilities feel less useful. 
If the focus is to make a puzzle game I think it's really important to nail that aspect of each unlock completing a gap in the player's action set, even better if you didn't know you had a gap there and you jut discover a whole new set of possibilities, mind blowing style.
For a more adventure type of game though, it's less important to have tight mechanic design and the slight overlap between the powers means it makes it easier for players to do what they want because they don't have to think and remember of the single ability that allows them to do the thing they want, but that also means puzzles relying on those have multiple solutions and are generally easier to solve, while also being less different from one another (the abilities do similar things => the actions to solve the puzzle must then be similar too), and might make it less interesting because you can spam the same solution on multiple puzzles in a row.

I feel the latter is what happened, there was many ways to deal with each level, which makes the level design much harder to do as the amount of possibilities you'd have to account for and design around is too high.

Also does not help during a jam to have that many mechanics as you don't have that much time to polish, which makes each ability less polished overall.

Still had fun trying to solve the puzzles in not the right way, throwing my dice at rockets and rolling times and times again to try and get it to roll on the face I wanted rather than the one the game was trying to enforce.

One major disappointment though : when I got the green ability, I immediately went back and managed to get up in the hallway in the deceptive crack room and was met with this obnoxious dead end : 


Now I can go back watching the devlog :D

Edit: also, missed opportunity to name it Rolling Shutter Labs

Submitted(+1)

Written as I watch the devlog :

Seeing in the video the doors are supposed to close once the buttons are not pressed anymore, that was not happening, would probably have made a couple puzzle slightly trickier

The charged throw I had no idea was a think, a normal throw got the dice across, and this mechanic would have helped me cheese the final magnetic level, sad I did not find it

I also used the sentience ability mostly as a jump boost rather than to make the dice move to a button

The first time the turret can attack the player, I was running by picking up the dice and immediately throwing it again and crossed the room before the turret started firing, found it weird so I went back and waited a few sec for it to actually fire, which gave me time to re roll for the voiceline, but did not end up using the sentient decoy at any point

Cleared the first teleportation room the same way as the first sentience room, using the sentience as a jump boost and crossed the hole in the wall myself, even catching the dice mid air

I actually solved you favorite level by using the sentient ability too, but never got underneath the glass, I rolled it from above and the dice went through it, and as the buttons never released for me I could just immediately pick it up and continue on

Solved the first magnetism level by falling down the pit and throwing the dice with teleport on high enough for me to just walk out on the exit side,
the second one I simply threw the cube up to the ceiling, again I suppose the button was supposed to turn off once the dice fell off but yeah, it didn't

Finally, changing the dice recall to be a teleport might bring confusion in the level with the blue wall and two pressure plates, as it made sense you were not able to simply recall the dice from the other side as it would move toward you and hit the blue wall, but if it teleports it now makes this level extremely easy (well, not that it was hard as I did exactly that but instead of recalling the dice through the blue wall I did it through the door which worked very nicely)

Would be happy to see a revisited version with more polish, could definitely be a fun experience !

Developer(+1)

It was a joy reading your experience before and after the devlog. Hopefully the steam version will give you everything you wish (I promise we'll do something with the easter egg room).

Submitted(+1)

got stuck in the level you need reflexes cause I run the game at 5 fps. still fun though 

Developer(+1)

The fact you got that far playing on a potato shows dedication

Submitted

Yeah I need to get a new pc, but I am more of an Xbox guy.
Setting menu will be blessed next version 

Submitted

Really cool idea, and pretty well polished! Sadly I couldn’t finsh the game because I got softlocked in the room where the cube is picked up by a laser after getting the green ability. the cube vanished, and my character got stuck in a loop while rockets kept spawning and just getting stuck on the floor

(+2)

Dice was hard to roll around, and maybe instead of having ex. 1 ability and 5 empty ones, have one ability on all 6 sides, and then when you get more abilities half and half etc.

Developer

...dude, that's a good idea

Submitted (1 edit) (+1)

Pretty high quality looking game and interesting concepts. I found my self getting stuck a lot though, for example I died to the rocket and then it just spawn camped me over and over. Then I fell in a pit with the dice and had no way to get myself AND the dice out. I could launch myself out but then to get the dice to teleport to me I had to run into the rocket room, where I die, so I was forced to quit. I feel like selecting powers would be less annoying if the dice spun a bit more in the air and I could nudge it with my player. Otherwise, cool visuals and a nice take on the theme!

There is a pretty huge bug where if you die when your die is starting up a power, the die just dissapears. This then causes another bug that if a rocket locks on to you while you don't have a die it stops you from moving or anything that isn't looking around.

Furthermore, getting the power you want is cumbersome, which may be what you want but I just find it annoying. Also, those rockets should burn in hell. I don't know why you added them, but they are the bane of my existence. They made me have to restart twice.

And lastly, some of the puzzles doesn't make sense. Not the bomb ones. Those are clever. I like how you make the eye follow that door up top with lights that way you miss the cracked wall. No, I'm talking about the swapping puzzle. How are you supposed to actually solve it? At first, I just glitched the box on the other side. Then when I had to restart I tried the puzzle again, stuck. I then decided to just jump on the box, jump on the door, and then jump over the little slit above the glass. Either of those doesn't feel like the solution. Your puzzle is so hard/confusing that I found a speedrunning strat before the actual solution. If the actual solution is what I described, then you should make it easier to tell.

I was excited at first, but I feel the game is the equivalent of wading through mud that sometimes doesn't let you move in it. And when you do move in the mud you are not sure how you did. 

I know it's a 48 hr game jam for a game that's more about telling you about game design, so I give it 'Cool idea, needs polish' out of 10.

Submitted (1 edit) (+1)

Fans of Portal will always get my vote :D even the game graphics looks like it was made in Source which was very impressive. The commentator also got the Wheatley vibe down, wish there was a Glados type (but with 50 hours dev time, that's wishing too much). Congrats on finishing the jam !

Submitted(+1)

The graphics and mechanics are so good! The concept is really cool and the presentation was excellent. I wish I was able to implement as good a tutorial! Awesome work!

Submitted(+1)

Mmm, this game is so good! I love the variety of puzzles and mechanics, and the meta dev humour is much appreciated! Almost feels like I'm playing Portal again for the first time.

Submitted(+1)

Great prototype with lots of content! I love the voice lines and the cube abilities are interesting and fun to use. The tutorial was nicely integrated into the game and I knew everything I needed to know in under a minute. There are some issues that I've noticed, like the sound volumes being all over the place and the rockets being very difficult to dodge. It's clear it was made under a very strict time limit, but for what it's worth this is still one of the best!

Viewing comments 68 to 49 of 88 · Next page · Previous page · First page · Last page