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A jam submission

TELEWEAPONSView game page

Submitted by Cypooos (@Cypooos) — 5 minutes, 55 seconds before the deadline
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TELEWEAPONS's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#14.3484.348
Fun Factor#23.9133.913
Overall#24.0074.007
Audio#33.6963.696
Special Feature Implementation#34.2174.217
Theme Implementation#44.1304.130
Graphics#83.7393.739

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How is your game related to the Theme and Special Object?
You are delivering package to clients, and thoses packages contains weapons and swords. You must find a way to push the packages to the teleporters while the boxes sticks to one another!

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Comments

Submitted(+1)

The game is very well polished and complete for the jam time, good job. I like the feedbacks for the actions, it generates a good game feel.

Developer(+1)

Thanks ! Still a lot of details to fix before publishing a better version of the game, but I’m very glad of what we managed to make ^^

Submitted(+1)

Wow, we all can see you really worked hard these 3 days. Great job!

Developer(+1)

Thanks a lot!

Submitted(+1)

Awesome game! Having a pushing puzzle game is normally pretty plain, but having the swords as both hazards and to stick boxes together was super cool. I really, really enjoyed it :)

Developer(+1)

Thanks! I always wanted to do a tile-based puzzle-game, and I think the ending result is quite good! Thanks for the review ^^

Submitted(+1)

Really good game! I like the implementation of sword. Really clever!

Developer

Thanks!

Submitted(+1)

Awesome game! How did you make something as huge as this in only 2 days? Also game is quite hard.

Developer

Well, with practice I guess! For each step of the developpement process I knew what to do and how much time I have. I can give you some time-stamp if you want:

DAY 1: (for me the game-jam started at 1PM)

  • Brainstorming the idea (~2h)
  • Making a simple demo (~3-5h)

DAY 2:

  • First graphics assets (the first few boxes, player character)
  • Overall game design (the map, the UI)
  • Adding some more features if time’s allow it (undo button for exemple)
  • HAVING A WORKING LEVEL IS A MUST HERE (for this game at least)

DAY 3:

  • Finishing the few last bugs
  • Upgrading/Making the tilemap
  • Music and sound design
  • Level design. If you have a good workflow this should be really fast, you just copy-paste your test scene and change the prefabs)
  • Playtesting (always keep around 2-3h to test / fix bugs / add some small features)
Submitted

at every jam where I participate, someone always makes exactly the same game, but this one is one of the best

Submitted

at every jam where I participate, someone always makes exactly the same game, but this one is one of the best

Submitted(+1)

What a clever game! I found very humorous the use of boxes for sword deliveries x'D

Developer

Yeah! And the fact that they stick out of the boxes is… a questionable choice by the manager at least xD

Submitted(+1)

I have to admit that the levels are really great, the difficulty curve is not always increasing and the sound that play when the character is colliding a wall is a little bit annoying but you did an overall amazing job. Where you alone on this project?

Developer

Thanks! To be fair I wasted a lot of time on programming the box moving mechanic so I havn’t got as much time as I wanted for the level design. I totally agree that the difficulty curve is a bit randomish! I got helped by Jo for the player sprites, boxes and weapons design (it was her first game-jam!) . Otherwise I did the music, level design, tilemap, programing, animation and everything else myself ^^

Submitted(+1)

Good game! I love how you included the sword!

Developer

Thanks :D

Submitted(+1)

Such a clever idea! Great job!

Developer

Thanks!

Submitted(+1)

Really good

Developer

Thanks!

Submitted(+1)

check my game out

Developer

You don’t need to ask, I play-test at least every person that play-test mine

Submitted(+1)

I'm really impressed all-around! The graphics, music, and still difficult but not ever mind-numbingly impossible challenge of the puzzles all comes to together to create a really great game considering it was made in just 3 days, awesome work!

Developer

Thanks a lot !

Submitted(+1)

fun game, you can cheese a level by moving boxes fast enough

Developer

Thanks !

I think I know why and witch level. It happened once in my play-testing but I though it just me hallucinating. Glad to know it happenned again, I know now that it’s not a rare thing.

Submitted(+1)

Very well made and great concept, I am havin' lots of fun!

Developer

That’s a good sign! Thanks!

(+1)

This is really impressive! lots of satisfying aha! moments in the puzzle designs

The mechanics are very intuitive and well-telegraphed, you quickly understand how the puzzle elements will interact with each other, meaning your time is spent planning solutions rather than making random trial and error moves until something works. The spatial reasoning is pretty cool, I'd love to see where these ideas could go with more development time.  Seriously nice work you guys :)

Developer

Thanks!

(+1)

Really cool concept and makes for a fun puzzle game. I think that this could have a lot of potential in expanding it into a full game, if that's something you're interested in. Great work!

Developer

Thanks!

Submitted(+1)

My brain hurts. Good game!

Developer

Thanks ! I only had 2 hours to make the level design of this game, I didn’t expect it to be that hard !

Submitted(+2)

It only took you 2 hours to make all of those levels!?

Developer

Yeah, not more than 3 hours at least ^^’ I think with a bit of time I could have made a lot of intressting puzzles that are way harder! But for now, I’m satisfied. There is quite a lot of content for a game-jam game !

Submitted(+1)

Ah yes, people defying time while making levels to their games, I see.

Developer

^^’ The intro levels were fast to make (I knew what I should introduce for each level and how to do that), and since I had a good workflow (a lot of prefabs and a well made template scene) It went pretty fast! I still had to scrape 2 levels idea tho.