Play The simulation
BellFlowers - Kaz: Jam Demo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2 | 4.792 | 4.792 |
Use of the Limitation | #2 | 4.521 | 4.521 |
Overall | #5 | 4.224 | 4.224 |
Concept | #17 | 3.958 | 3.958 |
Enjoyment | #17 | 3.625 | 3.625 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Leia (Me)
Software used
Godot
Use of the limitation
Each and every texture is 8x8 as well as all models are flat plains
Cookies eaten
0.1 (had some but only had crumbs :( )
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Comments
During the jump, the kitten has a small strip behind the tail. It doesn't look very good. It also shakes a lot during landing. I think it's best to remove the ability to control the character before it appears.
Sometimes terrible things happened on the screen. The kitten fell down, then took off and was twisted from side to side. Sometimes the movement buttons were not pressed, and sometimes the kitten took several steps at once. Sometimes the plates under the kitten disappeared, but it remained hanging in the air.
Alas, I only had the patience up to level 17.
In general, I really liked the project! This is really very cool! Especially the graphics! The graphics are just gorgeous! I can't even believe that all this can be done from an 8x8 texture! It's great! Your project is definitely one of the best on this jam! It was especially interesting to watch the process of creating your project! It would be great if everyone involved showed the development progress!
Havent heard of any of those bugs before, spent the last few hours tacking down bugs but never seen them before where you running the Mac/Linux build? those i havent tested yet.
I was running the game in a browser. (WebGL)
Thats quite odd, been debugging that version. i'll be sure to work this out for the after jam version, hopefully it didn't tante your opinion of the game too much.
This game is polished and a great concept! Minimal and enjoyable!
Wow, there's a great amount of polish in this one. Fun gameplay. Great job!
That beep at the begging give me ears bleed, besides that very good game
This game is so sick i gave it a 5/5 rating!
I love the amount of atmosphere and polish put into this game. The text-based narrator is really clever. The 3d view is really nice in combination with the bright neon 8x8 tiles. The gameplay is pretty good once you get into it. However, you really have to learn how to play by trial and error, even the objective is never stated. This might be intentional, but it’s more frustrating than fun. I got into a lot of confusion over the gameplay, which I will break down below. Despite that I made it to level 23, and overall there’s so much to like about this game.
This might be considered mechanical spoilers for some…
[SPOILER] It took me dozens of tries on the first level to figure out what the tiles do. The X tiles switch on/off when you walk over them. The square blocks disappear beneath you… sometimes? The + tiles turn into squares? And the whole objective is to turn on all blocks? Then later you get [+] tiles which don’t change or disappear… This should really be explained or demonstrated in the lengthy text intro. And wait, sometimes the level changes when you respawn. Are the levels randomly generated????? Indeed, a lot of the levels have paths that are completely unnecessary, and they are not red herrings either. Handmade levels would be very nice, they could be constructed to teach you how to play instead of letting the player figure it out themselves. [/SPOILER]
But once you figure all that out… It’s quite fun! It’s not really about gotchas, more about algorithms and speed. You can look at a level from many angles, plan out a path, and quickly execute it. The challenge is at just the right level once you get past the first 10 levels of throwing yourself into the abyss because you don’t understand the game. The more I play, the more I start thinking that it’s a really neat idea. I have a few suggestions, mostly to improve the early game experience:
That’s all I have to say! Fun game!
best game ever
I really like the intro and the difficulty wasn't too hard, didn't finish it though( stopped at level 20. It would help to know how many levels I was left with
Thanks glad you liked it, there are 85 levels in this demo build, was aiming for 80 due to the jam's name but added an extra 5 becouse why not... :P
I loved it! Idea good, art amazing, sounds amazing, game very polished and levels awesome! I had fun :)
The amount of content is just crazy for a game made in just 72 hours and the presentation is an amazing use of the limitation. The only thing missing is something like an undo button as some levels are quite long and one small mistake could force a restart which is a bit frustrating.
Agreed, it was on the todo list but well, in these kinda jams something has to give and it ended up being too unstable to enabled in the release build of the game. but be sure it will be there in the after jam build, feel kinda bad for leavening such a crustal feature out of the game .
Eather way glad you liked this game, keep tuned in as i hope to do a retail version in a few weeks with a real story (hopefully at least).
Holy cow this was awesome! It is really polished and the story was really good too, it was something I will remember as one of the most polished game jam games. You def should word on this more, it has a nice and neat idea.
oh my gosh! the polish on this game is amazing, especially with the amount of levels you designed. gameplay feels almost bloxorz-esque, which is always a plus. the story fits really well into the aesthetic of the game too, even though I did have some auditory issues at the start. hope you continue this project further!
The game started me at level 6, not sure if that's intentional but I really enjoyed the game after I eventually figured out what I was supposed to be doing.
Try playing it again it was a build that wasn't ment to be public for testing a few bugs, should be fine now.
Super super sorry about that.
I really love the art and sounds. I enjoyed the gameplay a lot, though the difficulty started to wear on me once I hit level 10. I got stuck on level 11. I also recorded a video of my playthrough.
Wow that was so much fun to watch.
Though unfortunately the build you played had a bug, when debugging i commened out some of the spawn code for the "Solid" platforms so some level generation was very wonky, i uploaded a fixed one it should be a lot easier, also just something to add is that you can move the cammra with your mouse.
Other than that unfortunate error I'm glad you loved it, thank you so very much for making a video about it, do plan to continue it it into a full release that I'm going to start after my cup of hot Coco.
PS: due to the jam's name i might have added 80 levels in with 5 secret levels that you can get after said levels (though cant say i had anywhere near enough time to play it from start to finish.)
Absolutely awesome game. I'm positively in love with the story and I think it's dead set to be top 3, if not the winner of the jam. I really love the concept and the execution, incredibly well done. The only bug I noticed was sometimes the screen and cat start violently vibrating up and down like a shake weight, but that was fixed by slinging myself to my doom over the edge of the path. Really great game 11/10!
Hehe thanks for the kind words, I saw that bug one time but never been able to replicate it once intentanly, any ideas on what could have created it. (asking due to the fact I might be expanding this game in the very near future). did just post a fixed version due to a few debug things being still in the game as well as the "solid" block was commented out when i was debugging the level loader code making level 6 as well as a few others unbeatable.
I'm not sure how you get the player to float up and down on the tiles, but if you're using a physics simulation to get the effect then maybe a weird interaction happened where the player was trying to fly off but the code wouldn't let them, not sure. It's only happened once really intensely, and then another time but only very shortly. Other than those small things the game seems pretty flawless!
this is a neat game! the volume is a bit high, and the unskippable intro was slightly annoying when my browser tab crashed and needed reopened, but it’s fun overall
i do have to admit that i got a bit distracted holding the “r” key after realizing that it isn’t actually a restart button
Ah found the two errors uncommented the code that i commented out for testing that made level 6 unbeatable, disabled my debug key.
Due to it being game breaking the bug has been fixed reuploading all versions as we speak. :3
Great art and sound. I got stuck on level 6.
Yeah that was a bug, was allowed to upload a fixed build, just forgot to remove my debugging functions before releasing the game.
Glad you enjoyed it. Would recommend trying it again if you have time, got a whole bunch of levels in the game that you might enjoy. <3
Thank you. I made it to level 20.
As far as I'm concerned, when solving a single-stroke puzzle like this, the play style is more "just move and think haphazardly" than "plan perfectly in advance". This is especially true since many of the levels in this game are very wide.
In that case, missing a square can be a strong frustration. In this game, you have to step on all the squares marked with X. Since the squares marked with X are the same color as the other squares, it is easy to overlook them.
The squares floating up and down are also beautiful as an expression, but they obscure the connection between the squares.
Also, as you progress through the levels, there are no more gimmicks, no distinctive inconsistent levels, just larger and more complex puzzles.
This made the game seem like a repetition of the same thing and I got a little bored. The cost of redoing a large level is significant, and the aforementioned mistakes due to oversight can reduce motivation.
Overall, however, it's a great game.
I agree with everything you said, i had plans for a Undo system and the platforms was going to be able to effect each other more like they are all on one big sheet (even unnecessary parts of the level fall apart when they are not connected to anything + not having any unlit buttons on them). also had on my notes (and small parts in the code) for more than one cat that you could tap on and control that interact with different tiles and had tiles that would switch color when you jump on them toggling between the cats colors but due to the fact i more or less missed most of the first day i wasn't able to add anywhere near what i wanted to add. also was going to have some story stuff every 8-12 levels with you interacting with the AI and stuff, but again just not enough time. keep in mind that I'm just one gal~ :P
some parts of the game such as a good amount of levels and level loading code i was caring more about quantity than quality so levels could be a lot better, going to work on an after jam version that fixed a lot of these problems (as well as other things that bug me but nobody brought up yet aka ).
Anyways thanks for doing a good list of things to work on, its a big help. <3
Yes, my comment was a rating criterion for a fully paid game. Considering it was made in less than 72 hours, this game is really incredible.
I’m looking forward to the after jam version.
well the plans is of it being a full paid game i think, me and my BF have decided that for a few weeks i will work on jam games and for the next month we will be fleshing it out and making it into a full commensal release at least that's the plan. (was doing it with my other game "StaryNight" but got super burnt out so i decided to make this.).