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(+1)

I can’t believe it. I could not submit in time (because I had to start late and had setbacks), but I had an extremely similar idea (my prototype is still buggy and the levels are mainly simple demonstrations, but has several mechanics). XD I had even thought of the handles, but went for a gear-only version.

As a matter of interest, a small comparison of the concepts:

  1. You allowed moving the mechanisms during a jump, while I chose a fully turn-based approach;
  2. Your game has platforming orientation, while mine has a puzzle orientation;
  3. You used jumps, while I used infinite (linear) propelling;
  4. Your game asks to reach a static exit, mine asks to reach movable targets without having them fall;
  5. You defined cogs as deadly, while I made them the place where you can rotate;
  6. Your rotating mechanisms all have the same orientation and same angular speeds (except the one I saw in level 3 that is unmovable) (but differing radii), while mine can be inverted and have different angular speeds (and also differing radii).

Some remarks specific to the game:

  1. Just one small remark: the controls are QWERTY only instead of layout-independent, A does not map to Q on my AZERTY keyboard.
  2. I think the real-time aspect makes it more difficult to manage for the programmer (and the player!), since the collisions can happen at a lot of times and invert gravity (it happened to me several times and threw me away).
  3. When you are on the extremal tip of a handle, the character can detach himself when rotating.

I will take the fact that the concept was ranked first as an encouragement. :) Anyway, well done to you, yours is neat and effective (you limited yourself to three good levels and the core mechanic). If I had a suggestion, it would be to extend the game with more mechanics — which may be entirely different from the ones I implemented given the different genres, but hey, who knows. :)

That's quite a coincidence. I'm sure if yours was released earlier you would have done well too, since I definitely think you puzzle-based approach is enough to significantly differentiate our games. I'll play yours when I get the chance since I'd really like to see the similarities!

Also, I might update the game with some fixes and the ability to use arrow keys so that people with other keyboard layouts can play!