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A jam submission

MovementDiseaseView game page

A fastpaced 2D puzzle game where movement kills you!
Submitted by thekingoflorda — 6 hours, 58 minutes before the deadline
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MovementDisease's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#223.4983.778
Concept#273.6003.889
Overall#443.0353.278
Use of the Limitation#552.7773.000
Presentation#812.2632.444

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Luc van Remmerden

Software used
Godot, Aseprite and BFXR

Use of the limitation
You get killed (slowly) when you start moving.

Cookies eaten
2 (not enough)

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Comments

Submitted
Yeah, nice! Pretty level design and mechanics. I love that continuous timer 
 and in-game block deleting. But sometime I really missed saving the map without
removed blocks/
Submitted

Clever concept, apt use of the limitation, and well-designed levels that get progressively harder! We had fun, even though the little red guy is tough to avoid!

Submitted

Nice concept with time and turn based gameplay.  I thought the aspect ratio was an interesting choice.  Here is a video of me playing:

Developer

Thank you for playing the game and filming it! 

The swapping places with arrows was a glitch, but I decided to keep it because it required precision to do well in levels with a lot of arrows, haha!

Submitted

Cool idea, I wish the timer were some kind of remaining moves countdown instead of a continuous timer (so you would have the time to think between moves), but I guess that would ruin the concept ^^’

Developer

Thank you for playing!

Yea, I tried to do it in that way, but I found it to be less fun and I thought it would fit the restriction a little bit worse.

Submitted

Very insteresting idea

Developer

Thank you!

Submitted

nice idea! :)

Developer

Thank you!

Submitted

Great game, although the aspect ration is bad, everything else is just great!

Developer(+1)

Thank you for playing!

Yea sorry, I found out about the problems just before the deadline, so I had no time to fix it.