Good idea, but if you had some color to pick up, for example take all the "color" and go to the goal, it could be a lot more fun
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Tile Traversal's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #54 | 3.429 | 3.429 |
Enjoyment | #56 | 3.000 | 3.000 |
Use of the Limitation | #57 | 3.357 | 3.357 |
Overall | #73 | 3.054 | 3.054 |
Presentation | #99 | 2.429 | 2.429 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Jeans (Joe Denham)
Software used
Unity
Cookies eaten
1
Comments
I'll be honest, it was pretty easy just to fling myself around until I got to the end. I think I completed the "insane" difficulty in close to the minimum possible time. One thing that I think could help this would be smaller, but more strategic puzzles using your tile rules (because they are very cool!), with an option to reset out of a soft lock. That way, players would need to think ahead and play strategically in order to beat the levels. Overall, neat game!
I didn't give much though when going through the level. I just went right until I hit a block that I couldn't pass and just tried avoiding it by going up or down. I do not understand what the different block effects do in-game. I could read the description but to me a good game is easy to pick-up without having to read a tutorial or a play-through outside of the game. Think about fighting games. You can just start playing and all you have to do is learn the moves and timing.
Try to work on conveying the mechanics one block at a time. Also, try adding some penalties to certain paths so that the player will try to avoid them.
Otherwise, good idea for a game. I liked it.
Nice little game. The concept is good, just needs a bit more thought I think. I was able to run through the levels quickly, as long as I avoided Green and Brown squares. There wasn't much consequence for walking in fire or water or ice. I get that you can pick up a jackhammer to break brown blocks but it's not really that important as the levels were quite simple. There needs to be a cost to taking certain routes, for example you move slow in water, fire kills you instantly so if you slide off of ice into it you're dead. the Jackhammer needs to be more valuable as a tool so perhaps you should make some parts completely blocked and if you lose the hammer you need to go back to get it.
These are just a few ideas that popped into my head when playing. Great effort ! :)
Thank you! This was really helpful feedback. I think a lot of the tiles have fun interactions, but I'm realizing from reading my comments that the chaos of the random levels means that the tiles often will either get passed over or avoided. I really liked your ideas for fire and water tiles, and might play around with a sort of health system for the fire. Thanks for playing!
The concept is nice, but having that many tiles makes it difficult some times to remember what each one means and how they interact with each other. I could see it help if you reduce the number of them and maybe add a simple symbol or something to them so the player can remember what they do without having to go look at the instructions.
Thanks for the feedback! I really wanted to make a system to generate random levels for this jam but looking back I'm not sure it was the best fit for this game. I think if I were to go back I'd add some hand crafted levels that teach the player the mechanics of the different tiles so the player isn't overwhelmed.
Honnestly I didnt unstand much of how to play. Most tiles didnt seem to do anything, I could go straight past them. Red ones get me on fire but then the fire doesnt seem to do anything.
Also I got blocked between two bouncy one next to one another with an ice one in the middle, a tad frustrating ;/
Thanks for the feedback! I really think that my focus on random level generation prevented me from making levels that teach the player the game mechanics. Red tiles are supposed to set you on fire which can melt ice and burn up jackhammers, but I think that the random and fast paced gameplay makes it difficult to understand that in the moment.
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