Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I am a big fan of logic puzzles, so I actually realy like the types of puzzles, and this variant adds additional limitations that are normally missing. There's no dumping water, or filling the vessels to the top. The pause mechanic (you could call it a thinking mechanic) is actually really central to this, and could have used a dedicated icon. Unfortunately there's a problem. Unless I'm missing something in the way this works, it seems very much like every puzzle besides the very first is impossible.

You see, since  this version has no way to dump or add water, the total water volume in the puzzle has to equal the water volume in the goal. Also since you're either emptying or filling a jug with your last pour, one of the goals has to be entirely empty or entirely full. That doesn't necessarially mean having those properties makes it solvable, but it definitely isn't solveable without one of those properties.

Given that it seems like each pot has a specific goal volume, it would be nice to have those goal values graphically next to, or part of the buttons. (Ex: 2/ 5 - Goal 4). I'm a big fan of the concept in that I like these sorts of puzzles, and this interpretaion works alright for me. We have a set volume, and the game keeps track of the contents as we work. The timer... well I suppose it prevents endless random shuffling, and with the pause mechanic it works well. You could also choose a maximum move count, or even just give a clear rating based on the moves left. (Keeping track of cleared puzzles / ranks would be nice in theory if you continued this.)

Let me know if I missed something! The first puzzle works perfectly,

Indeed the close deadline of the jam prevented me from balancing the levels' difficulty; sorry about that. Will definitely engage in that.

Yes your goal value idea is good, and your max move count is excellent; will definitely incorporate them. In fact, I'm starting to wonder if the pause mechanic actually defeats the point of the timer: I put the latter there to add an extra challenge to make the player think quickly, but all that can be annulled with a press of the key F (pause button). But your comments about pausing's utility are interesting. What do you think about this?

Thanks for your detailed feedback!