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(+2)

Great art and sound! The picture was really appealing which is why I played all levels :) I would categorize this as a puzzler and from a design perspective there are therefore a few things I would have changed. 1) you can run around the map anyhow you want and as a result collecting the sides is just a chore that I did at the beginning of each level. I am nut even sure what they are for to be honest. It felt disconnected from the puzzle idea because it had nothing to do with the puzzle itself. Or at least I didn't notice their effect. I would have just removed the sides collection mechanic. Or made it more obvious what they were for. 2) there were not enough consequences in my opinion. I usually just ran around the map until my cube was correctly configured. If a wrong move would prevent me from finishing somehow I would have needed to think more about what I was doing. Here is a an example from the jam that did this better in my opinion (it's not my game): https://itch.io/jam/gmtk-jam-2022/rate/1622626 3) I am also unsure why the cube has 2 valid "solution sides". That just seems like you wanted to make the puzzle simpler to solve. Maybe you could have added something like a "bad side" opposite of the "solution side" and you were not allowed to put the bad side on specific "bad tiles". 

Overall I liked the basic idea. The presentation is great. I would have preferred it to be much harder though :) But maybe I just like puzzle games too much :D

  1. The side collection mechanic is just an optional collectable meant to increase the difficulty a little (think of Celeste, for example). We thought of some more uses for it, in a meta gameplay flow, but we knew it was impossible to implement for the jam, so it’s something we would create for a (possible) bigger version.

  2. Yeah, overall, the game is easy! We like to create more relaxing experiences, so we normally make it very easy then scale the difficulty slowly. The thing is we didn’t have enough time to create more challenging levels, so it ended still very easy. We have 15 levels ready to implement, but the time was not forgiving with our slow pace.

  3. That was our approach to make it easier to predict and calculate when you are going to “land” on a correct win state at the end. Something that other similar games (in my opinion) struggled with: very hard to make simple levels because of this natural complexity.

And thanks a lot for playing plus the feedback! Really appreciate it and will take these in mind in case we develop this game further :)

(+1)

Thank you for your reply and the insights! Time was also an issue for us. It's a really tight schedule :)