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Ollie's Ominous Orb's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay/Design | #32 | 3.647 | 3.647 |
Fun | #45 | 3.353 | 3.353 |
Overall | #68 | 3.059 | 3.059 |
Graphics | #87 | 2.765 | 2.765 |
Audio | #98 | 2.471 | 2.471 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Level design and mechanics
What did you update?
I added 2 new sections with new mechanics and 15 more levels.
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Comments
Game-design wise, definitely one of my favorite games in this jam. A cool take on the role reversal concept. Also, my nickname is Ollie so that helped. I'm a big puzzle game fan, and I really liked the concept of one state pushing objects and the other pulling objects. Very cool idea.
The mechanic for swapping roles didn't feel very intuitive for me, so it took me a while to understand what was going on. The swap mechanic is also a very restrictive mechanic. That restriction, combined with all the fail-states that come with sokoban puzzles, made the game feel very unforgiving and fiddly. Puzzle games are great if you have an "aha moment" that lets you solve a puzzle, but I didn't have those here. All the fiddly details made it hard to form a plan, and instead I would just move everything around half-randomly until I found a solution. The difficulty ramps up very quickly. I think you could have included 2x or 3x as many easy puzzles to introduce ways of thinking about different problems.
Awesome game! Made me think harder than any other game in this jam so far.
The incredibly abstract art had me a little puzzled at first as to what I had to do (pushing squares on other squares?). I feel like a *tad* more detail on the objects would help a bit in that regard, giving more meaning to your actions. Though with that said, the little tutorial levels at the start are also great at explaining the mechanics.
This reminded me a bit of some puzzles in Baba Is You. That had me automatically pressing Backspace to try to reverse a wrong move, a very useful option in that game; I think that would be great here too (albeit perhaps quite some work) to implement, as restarting an entire level over a single misstep sometimes felt quite harsh. Another thing that I appreciate in Baba Is You is the ability to skip a difficult level and just come back to it later; from the map, you always have access to multiple levels, you don't need to solve them all or do them in a precisely linear fashion. Not that you have to copy that game, but I found those mechanics work very well to balance out the difficulty.
The concept is cool and the puzzles are clever, but I also have to agree on difficulty ramping up too fast.
Thanks for playing and feedback! :)
(also undo is binded to Z)
Ah, cool you did implement that feature, I just missed the button for it then.
Oh man the puzzles were hard. It felt good to get them done, but the balance could be tweaked. Perhaps add a few easier puzzles? Some of them I had to skip but was able to do later ones. Balance is really tough, so I’d say it’s a good job overall. 🧩✅
Thanks for playing and feedback!
I had to skip a few levels but fun game!
Thank you!
I'm very impressed with this game! Both at the creativity of the core mechanic and at how many good levels there are.
If I had to pick something to critique, I sometimes ended up in a situation where I was trapped in a corner. This is not a huge problem though because of the undo and reset buttons.
Great Game!
Thanks!
Wow, this was way too clever for my own good! Honestly very impressed by the puzzle mechanic of pulling vs. pushing, and having to plan how I'd position myself on one side of the orb and the box on the other really added a new layer to things (instead of just being able to swap whenever I wanted). I did have to skip a few levels, but the core mechanics and design were all really solid. I'd love to play it again maybe with a few more "easier" levels to ease me into the mechanics, but overall awesome work!
Thanks for playing and feedback!
Hi, this is very nice and interesting game. I really like the mechanics. Also the amount and quality of puzzles is great.
I found some puzzles really hard and I was not able to solve some of them. I would consider this as positive aspect in later levels, but this should not happen, when the new mechanic is introduced. These first levels should be as simple and as straight forward as possible.
Also adding some "picture tutorial" for individual mechanics would help to get going faster. I was sometimes confused at the beginnig, how the mechanics work or what am I able or not able to do.
Thanks for playing!
I will try to improve difficulty curve and add some visual tutorials. Thanks for the feedback!
This is an interesting concept but figuring out the moveset/how everything works in relation to the goals of each level is a bit hard. Some kind of tutorial might help. Some dynamic identification of what you can do at a given location may help too - like highlighting. The relationship between the mechanics and the sprites is not super obvious too, which hinders the initial stage of figuring out the mechanics.
Thanks for playing and feedback!
I tried teaching mechanics with level design, but I can see why that doesn't work quite well. I will try to add some visual tutorials to make it more clear.
I went minimalist with sprites and did some color coding to help it. But like, yeah if I were playing for the first time I would definitely be confused too. Again, I will try to make it more clear.
Fun game! I tried a few levels but some required too much thinking for me haha
Positives:
I read some comment below and agree with most of the points and I wanted to look at the stage '1.4 - Narrow Passages' in detail and find the difficulties there which may overlap with other levels.
First it's not a difficult stage once you know the solution however it's extremely difficult before that but why? Well there are a few reason for this:
So why could I do this in 1.3 and not 1.4 it's because 1.3 is a lot more open with empty space so if you make a mistake you can just keep moving and fix yourself while in 1.4 a few wrong moves and you are forced to reset or undo which may frustrate some people.
Of course adding more empty areas may comprise the level design so you would have to be careful or be willing to make the stage easier by doing this.
That's my long take on 1.4 and more generally easing players into puzzles hope it helps :)
Thanks for kind words and feedback!
Undo, reset, level select and some other utility features are by PuzzleScript+ . I didn't implement them myself but I'm glad someone did, it saves a lot of time during developement.
I tried making each level unique by making them with their own trick/interaction so I'm happy it conveyed well.
Wow, that is some great analysis on 1.4, I will try to improve it and the levels leading to it to prevent confusion and stuck-ness(?) with the help of this.
Also I just realized how I'm so used to those sprites. I forgot how it is just 5x5 and can be interpreted way more differently which can (and does) lead to confusion.
Tried my best to solve some levels - but my brain just can't comprehend it. Usually I am looking at puzzles for a long time before taking my actions, but it doesn't work with this one, not sure why. I found myself helplessly in a try-and-error mode, pushing stuff back-and-forth, which didn't work well.
With all my lack of solving the puzzles, let me try give you some general feedback nontheless:
Feedback for what you are asking for:
Level design
Can't say much about this. But for players like me a "playthrough" video of maybe the first X levels would be nice - just to "see" how these puzzles get solved (with the hope to create more understanding by that). Another approach for better tutorial: Create visuals. It's hard to translate written words in understanding a mechanic. Have a look at this example https://flavedogame.itch.io/cozy-tetris I am sure a mix of words and visuals would also help explaining your games mechanics.
Mechanics
As others were already mentioning, more visual feedback would be a great improvement - if your puzzle engine allows (if not, a feature request might be a good first step ;-)).
That's it :-) Thanks for your entry!
Thanks for playing and great feedback!
I tried my best to design puzzles in a way that you can get the main idea, or at least see the main obstacles you are facing with, with looking at the level geometry, or just playing out with the level. But unfortunately most of them need some sokoban maneuvering even after getting the idea.
Ooops! I didn't notice the ESC problem, sorry! I will see if I can sort it out.
I see how a playthrough video could help, I hope I can find some time for that. Adding visuals for tutorial is a great idea, gonna do that asap.
Highlighting when a change is possible sounds like a nice idea, but I don't know if it would ruin some surprises and eureka moments in later sections. But I will try to improve visual feedback in some way.
Thanks again for the feedback, it is really useful!
Good game!
Thanks!
Wow I’m really valuing the level select because I absolutely cannot figure out Narrow Passages lol. I personally would err more on the side of easier levels because man that ramps up quickly in difficulty. I’m no good at sokoban though. Is this jonathan blow’s burner account?
The SFX are really nice and fit well
I would’ve appreciated something more than color coding (e.g. like an arrow telling me i’m pushing or pulling)
In section 2 as well, the very first level both introduces a concept and expects an advanced maneuver by switching the two blocks
Section 4 started giving me baba is you vibes :) 4.2 had some weird interactions where it felt like i should be able to swap but i guess there was a main orb that was being checked and the second one didnt work
I think based on the feedback from the jam I would’ve focused more on tutorial and ramping up than adding new levels (although maybe the levels you added were easier haha)
Thanks for kind words and feedback!
Difficulty is probably the main issue in both jam version and this version, tho it was definitely way worse in jam version. I tried smoothing diffculty curve by adding more levels on easier side and trying to introduce at most 1 new interaction in each level. Unfortunately some levels still need some heavy maneuvering.
Arrow indicators is a great idea! I don't know if I will come back to this game again, but if I do I will definitely try to put this idea into game.
Also about interactions about section 4 (this contains spoilers so it's in rot13):
V unq ebhtuyl gjb pubvprf juvyr qrpvqvat ubj beo jbhyq jbex. Va bar Beo Funcrq bowrpgf jbhyq fjvgpu ebyrf ab znggre jung gurve pbybef ner, va bgure Lryybj bowrpgf jbhyq fjvgpu ebyrf ab znggre jung gurve funcrf ner. Obgu bs gurz unq fbzr cbgragvny sbe qvssrerag xvaq bs vagrenpgvbaf naq chmmyr qrfvta ohg V unq gb pubbfr bar bs gurz, fb V whfg unccrarq gb tb jvgu gur frpbaq bar. V qba'g xabj vs vg jbhyq or zber vaghvgvir vs V pubfr gur bgure bar, ohg V guvax guvaxvat nobhg pbybef nf ebyrf urycf haqrefgnaqvat guvf irefvba. Nyfb nyy bs gur Npgvat Beo-yvxr bowrpgf ner purpxrq naq nccyvrq fvzhygnarbhfyl (vg vf zbfgyl rkcyberq va frpgvba 5)
Gung znxrf n ybg bs frafr, V guvax gur jnl lbh qvq vg jbexf ernyyl jryy. V guvax jung V zrnag ol gur pbybef fcrpvsvpnyyl jnf gung V xrcg ybfvat genpx bs jung gur cynlre jnf (juvpu jnf dhvpxyl fbyirq ol whfg zbivat nebhaq) ohg vg jnf n ybg gb xrrc genpx bs
Oh I see, number of objects really gets high after some point which makes it really hard to keep track of. I will see if I can make it easier to read a state. Also thanks again for feedback!
Found the puzzles quite hard but an enjoyable game! Nice work!
Thanks!
Very cool idea! I love that the progress is saved! I found the puzzles very challenging!
Thank you!
Really cool idea with some puzzles that actually make you think well done! :)
Thanks!
Original idea. Reverse Ideology of "Push the Boxes" puzzle.
Now can't imagine how to solve the "Narrow Passages" level.
Glad you enjoyed it!
(Also there are more mechanics than just the reverse ideology in later sections)