Thank you for playing! Glad you liked it :)
Fryvan96
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You made me suffer and smile for almost an hour. Incredible game design:
- You made me laugh when I saw jpegs of scales as bullets
- You made me hate you with the fake routes (you are soooo eeevil)
- You made me enjoy the music, the guitar sounded like homemade and gave me an ironic vibe like "hey the world is simple dont expect some fancy music", even in a weird way I felt like the order of the music was correct in terms of hype and difficulty.
- You made me replay the consecutive spiky part on the last level before the boss A LOT OF TIMESS
- You made me laugh and scare on the boss fight.
Thank you for making a great submission and a wonderful experience :)
Concept? Amazing. Graphics? Nice. Balance?
I guess not hehe.
Yeah someone pointed out early that just using one of the plates is easier than using two, but I want to add that not only that exploit is a point farmer itself, also the fact that the weights are ALWAYS the same makes it more easy, along with the right number ALWAYS being the most rewarding. The numbers on the right were a few ones that repeated sometime, and since the weights are the same, after a few rounds you memorized the weight arrangements, basically doing it automaticly. Things that could help maybe are:
- Switching weights values between rounds
- Switching more the target values between rounds (or randomize them directly)
-Switching the "right most rewarding target" system to a color system for example "red target is the most rewarding", and each round switch the target colors so the red is not on the same place always
-Increasing enhancements costs each round
-Having some checkpoints between some milestones
Anyway until I figured out that I had fun with the game, great job!
The theme approach was a little vague, but dude this is a very fun and challenging game anyway! Yeah having two types of timers confused me, but I just took the little creatures, put them on the left always, then all furniture parts on the right, and started building the thing while not allowing the creatures to bump it. I don't know if that was the intended experience, but that way was very fun for me! Like having the creatures controlled on the left side all times was waaaay more of a threat than the clock ticking down. Take that as feedback, I'm sure you can work it out If you decide to continue the game. And maybe for the theme part, you could have made the creatures angrier every time you shipped a furniture and made them grow in size or walk faster, so next level would have been more difficult. I know 4 days is short but that could have been awesome. Anyway great game man!
Nice little boxy game you made! The levels feel kinda repetitive tho, but its logical since there's not much mechanics or interactions between puzzle elements (maybe as a puzzle fan myself I was expecting more of a "catch", but yeah not all people are puzzle fans and it's made in 4 days hehe). I figured the W button issue out by myself so I played normally, but that's already explained on your previous responses. Great job!
Man, a very difficult game. The physics were so unstable for the cubes, and made it very hard for me to get to the first island. And when I got there, I had to go back down to get more wood and create more blocks. Sorry man, the graphics are awesome and all, but I'm not gonna spend 6 hours on reaching half the distance :( (btw i tried the box picking and jumping like in source game speedruns, it kinda worked but still very slow)
The idea of a portal size puzzle game with ragdoll-like movement is funny ngl. Its just not well executed: the cube is unpickable, the camera focus is somehow reversed of what my memory muscle from other games "trained" me so it felt very unnatural, jump doesn't work. Anyway I had fun with the character, I know you can fix all of this so don't worry, I made some mistakes also. We made our games into the jam and that's a lot!
As some reviewers alrealy pointed out, not being clear how to progress was confusing, Even after I got all the rules I ran into softlock problems like trapping the wizard inside the castle therefore not getting any more stones, perhaps with an edit system that lets you remove the block giving you back (or not) the stone can help. Anyway it's a jam, things like this can happen. Cool artstyle btw!
I loved the concept of platforms inside the cube, If you continue this game you should totally explore that more. The player's jump even its neccesary I felt it a little slow, too much time in the air at some parts, maybe adding a fast fall button like crouching would solve that. Overall great concept and nice game!
Dude I couldn't deliver ANY order on time, always lost like literal 15 seconds after start. Even I saw the trailer video to reproduce exactly the steps and I couldn't make it. I don't know if i'm stupid of the difficulty curve is too high. Also the lack of a replay button frustrated me because I had to see the intro every time. Anyway the concept and the artstyle are awesome.
I think you focused a lot of the time in the art part(the designs you made are great) and less on the gameplay and design, which leaded to a one click experience. Maybe balancing this two would have a better result, I had a similar problem in my game but the other way around haha. Anyway, congrats on submitting to the jam!
Congrats on making your game into the jam! A few ideas to improve the experience:
-Add sounds to every gameplay action: some cardbord stretching noise on scaling the box, a click when picking objects(and maybe different ones if they are made with different materials), etc
-Add an objective to accomplish: maybe getting all the objects in the box with the smallest box possible, or maybe arrange correctly the items in the box so they cant be broken when shipping the box to some place.
-Add level passed messages when all the items are in the box, and level failed messages when lets say a timer runs out, or the items broke inside.
Anyway, great job and congrats again! :)
It feels a bit confusing. What the character can do to get the parasite and move on, I had to figure it out by myself after many deaths. Maybe dropping the difficulty curve could help, and giving the player some kind of extra power after gaining more parasites. The lack of sound is also unsatisfying, but i liked the art style though :)