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Conveyor Belt Madness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well does the game fit the theme | #4 | 4.222 | 4.222 |
How much do you enjoy the game overall? | #13 | 2.889 | 2.889 |
Gameplay | #14 | 3.111 | 3.111 |
Overall | #21 | 2.711 | 2.711 |
Visuals | #29 | 2.111 | 2.111 |
Audio | #30 | 1.222 | 1.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very cool concept and interesting gameplay! Nice puzzle game to explore further if you decide! :)
I have mixed feeling about this game. It's quite complex for a game made in three hours, but two factors reduce the fun aspect for me: first the fact that time runs from the beginning, so there's not much planning before everything rolls, opposed to the likes of, for example, Spacechem or Infinifactory which I adore. Second the level design, or the lack of. It seems to be pure random, and though I haven't looked into it very much, it seems for some levels you are not able to fulfil all three desired outputs because you'd have to cross belts (or change them on the run which to me feels a bit like cheating).
I prefer an approach with more planning beforehand and then sitting back and watch how your plan unfolds - or not! Which is part of the fun and challenge. You could easily add some constraints to where the different elements can be placed by the level generator to ensure each level can be completed "perfectly".
The graphics are not very intuitive, so some more detailed explanation on the game's page would help very much. Took me some time to figure out the output symbols' arrows are arrows and not part of the product I had to deliver, so I was clueless how I should form those lumps into the more sophisticated shapes.
If you'd rule out those complaints I have I guess I'd enjoy it a lot more!
Thanks for the feedback. My original plan was to add complexity (more and more machines) gradually, starting from a simple "connect these inputs and outputs" to "combine and process these materials into complex results", but time ;)
The graphics are really lacking and would be the next improvement. These are the placeholders I crafted at the start with the intention to be replaced.
Fully enjoyed .hope u make it so amazing
Supre funny and chilly to play
Great Mechanism
Hope .we see a complete game
please check my submission also
This games core concept is pretty good. The controls aren't super intuitive at first and the lack of an erase can lead to a very messy playing field. I suppose that could be part of the appeal though. I think this could definitely turn into a pretty good game if it gets fleshed out more. Good work!
The game is a little difficult to pickup at first, and I stress that a lot because this is a game where a tutorial is heavily needed, but once you do its quite enjoyable. I wish there was different method for placing tracks, like laying them out in a line or placing them with the left mouse button and selecting the direction with a number pad. Music would be nice.
Also, if you wanted to take this to the next level, you might do well to consider dynamic design, like add little enemies that place blockades or steel your green balls but won't go near the red ones so you have to construct the belts in a knowledgeable way. Add a 3 star scoring system for different stages and you have a game my friend!
Its a very simple game but I still love it.
Moving the objects around the screen is so enjoyable, setting them up in different patterns and trying to figure out what set up will get the most points. There was no audio for me and more player feedback would be useful.
Would like to see this game more fleshed out. :)