I gasped at how good the screenshots looked, and the game matched that feeling too - the atmosphere is very well crafted. The game did feel a bit complex, but then I read the tutorial on the page, and understood a bit. Was still quite tough to manage all the things though. I think we could have done with a minimal approach to the complexity of the game - like just 3 weather/gear instead of 5 and things like that. Still, I absolutely loved it. It felt like a proper complete game. One day my games will look as good as this one - gotta learn it all! Great work!
gcttirth
Creator of
Recent community posts
The levels are very well crafted, I had to be precise about my movement to go through the levels. I would have loved it if the game restarted from the same level though and not from the start. The concept was neat too. Was a bit sad to find only 3 levels, but hey considering its a jam game, very impressive still! Great work!
Edit: Forgot to mention, the movement did feel clunky a bit, i think that had to do with having to press the arrow key again sometimes else it wouldn't gain momentum while the character is airborne. But hey - again this is completely acceptable for the jam and it kind of did add into the need of precision overall.
Fuuuuun! I don't know why but I either lose with a low score like 3 or 5, or I go on to score 12+. My highest was 17. Quite a fun concept, the timer felt a bit wonky though, sometimes it would only go down to 25% before taking a heart out. I loved the visuals and animations. The one thing I disliked is how after the game is over, it takes like 3 seconds for the game over screen to pop up and before I can play the game again. But overall, very fun - great work for 3h of devtime!!!
Quite difficult levels! I was unable to figure our when exactly the player drowns and game is over, sometimes it was when it was completely flooded, other times as soon as I touched the water? I must be missing something here. But overall was quite fun to figure out the proper order and executing that with perfect movement skills. Fun!
I made the mistake of playing this gem yesterday night. And my head is still randomly singing "put it in the boxxxx" variations all the time. Admittedly, I did try to be competitive and try to figure out ways to get the things in da box, but it all felt. Then the game ticked for me. It was all about putting it in the box.
Does it pass away? I don't know. But if it does, I'll probably be coming back to this game to put it in the box again.
3120! Loved the atmosphere and the game's mechanic! One thing that I'm on the fence about is the added hues. I feel like the difficulty would have scaled a lot better with just the speed of the locks. All the different hues just had me jumping and only finding the lock with the key I'm holding every 10+ locks. Apart from that, loved the game! Impressive for a sub 3h dev time for sure!
I was spamming that space bar like no tomorrow, only for the game to humble me as things got intense. I still couldn't figure out a way to beat the non-linear piece, sadly. The audio was very good, I would have loved if the indication to shove, apart from the beat, was also somewhere near the player/board and not shoved to the corner. Overall, very fun to play and felt like a proper game!
I'm quite happy with this score (0.93%), considering I pretty much had no idea what I'm supposed to do in the start :D Fun game! At around 150 score, I was thinking that its a bit slow and that I might stop at 200, but then the tempo got fast and made me want to complete it by itself. Very neat!
Edit: For some reason I'm unable to attach screenshot, oh well!
I love the idea! I really wish we were actually forced to make a move through either some time-limit or something like "can't skip x consecutively" - I think that could have added more challenge to the game, as otherwise after one point it became a game of waiting for the right move and skipping everything else. I would love to see a non game-jam version of the game with more challenges/content/modes. Super impressive that you managed to do it all within 3 hours! Great work!
Hmm I didn't have much time to playtest the game over situation specifically, but it should be popping up only when there are no valid moves left for the current player, or if all pieces are taken. I'll test it out and fix it in upcoming version if I am able to replicate it.
Thanks for the feedback!
Surprisingly I had the entire chess engine with the AI ready in around 2.5 hours of coding itself - I felt like having everything planned out prior to coding helped a lot here. I did struggle quite a bit with the UX of the game, in hindsight going for a landscape orientation for the game would have been better. I'm glad that you enjoyed playing it, and thanks for the kind words!
Thanks a lot for the detailed feedback! You are right, I completely forgot to mention anywhere that the opponent can curse too - welp!
The king being able to move into unsafe squares is both by design and by lack of time. I was going to add it in, but kinda felt that the game did feel more "cursed" if the King could die. This resulted in a design shift to make the game about scoring points rather than winning, but the higher pieces of course grant more points if they survive the game.
I was not able to implement the promotion and en passant. And frankly, I didn't even remember castling while implementing chess... I will definitely be adding those in a post-jam version of the game.
Thanks again for the detailed feedback, appreciate it a lot!
I love that you gave the game a bit of a backstory, adds the flavor to the game - I should look into doing it more too. Initially I picked up the first thing I saw, but then couldn't find any door, until I fullscreen'ed the game and then the plethora of objects showed up. I like how the fearless Ricky was able to go through anything and everything, as expected, without a fear in the world. Quite impressive for the 3 hour devtime! Great work!
Noooooo I wanted more levels!! Fun mechanic, adding a bit of game feel would have helped a lot. I did get confused a bit when the player was stuck on top of the spike even though it looked like it should go through it as they were no different tiles. But I loved it. Eventually started seeing the lines as the "3, 2, 1, Go!" music continued in the background. Fun!
Fun game! I refuse to believe that all situations can be dealt with though. A tiger-bunny-tiger, how do I deal with this? I spent a bit too much time trying it out, but it seems like that specific pattern is just impossible. I would have also loved if we can only attack if there is a unit in front, else it made the other patterns very easy to deal with. I liked the concept though!
Love it! The level design was top-notch, had me thinking at many stages. The levels with an "L" shape with 2 sheep had me thinking "wait thats the same level", only to move up and see the camera reveal that land - was a fun moment for me :D
The game fits the theme so well, as the sheep is literally forced to move. I loved it!
I liked the concept, and it excites me to think about the potential scope that the game has for more content/depth. For example - powerups (shield, dash, reflect) etc could all add a lot of depth into the game. I wish the enemies would move around the obstacles better, as some levels it was possible to "wait" for them to hug the wall before I start to move. But really impressive for the time put into the making of the game as a whole. Great work!
Very interesting concept, I really wish the puzzles were a bit more complex. The only one that gave me trouble was the 4-monster, 4+1 collectible one (i guess a level counter would have helped here). The game mechanic definitely has potential, but of course very difficult to unlock it in the 3 hours time window. I liked the music, and visuals were cute too. The last puzzle felt like an "experience", as it was rather easy but still felt like it was the relaxing moment after a full day of work. Great work!
Lovely game! I love how the game looks and plays. It's a proper puzzle navigating through the field, and I love how the field expands over time. The visuals and audio are top-notch too! Insanely impressive, especially considering the devtime of 7 hours! I would love to tune in to your stream next time - it would be great to join Trijam Discord and post the link there when you go live in future!
I would love to see an expansion on the game too. Maybe with "timed bombs" that explode after 3 moves and deal splash damage around it, or "portals" on the field that teleport from one cell to another. So much potential, makes me excited!! Also, a "timed" game mode could be fun, where we must make a move in 10 seconds or a random move takes place. Could make for a fun alternate playstyle on the same game!
Oooh yes the idea to make the Play button actually a smash-able object is neat! I didn't even think of that during my devtime :') And yes, a floating bubble to smash the play button would definitely help. I was on the fence about using the in-game mechanic in start menu, was my first time doing it. Thanks to your advice though, now I'll be able to incorporate such menus better in the future! Appreciate your feedback!
Your comment is very heart-warming, I'm glad to see that you enjoyed the game! Thanks again for leaving such a nice feedback!
Thanks for the feedback! Indeed, when the ship ends up in corner, the natural move of boosting it away from the corner doesn't work, and have to instead use the corner to bounce. I think the bounces at the edge would be at the top of my priority if I were to develop this further :) Thanks again for the feedback!
Fun game! Initially it took me 4-5 rounds to figure out exactly what to do, then I got a small grip on the game. Eventually, I was put into a "zen" mode, where I was pressing buttons in a specific rhythm based on the sound cues. Felt so satisfying. I would love to see it expanded more with different challenges like the platforms auto-moving to different spots, or platforms are in constant rotation, or another letter being introduced, etc. Such a cool concept, love it!
Very interesting concept. But I felt like the game was more of a "smash-and-pray", either that or I couldn't figure out a proper strategy for it. I really wish the game was deterministically solvable without having to rely on any randomness (even in the first-click). I liked that we were restarted from the same level at least. Reached to level 5, but still had very few actual decisions to make.
Taking the theme quite literally, I like it! Was stuck at 7 too until I read comments to find about the secret room. I think it would be cool to have an audio cue for the secret room (a small clicking sound coming from behind the wall or smthing could give greater sense of achievement instead of just randomly smacking at the walls like I did). Also, Lego house made my PC hang up for like a solid 8 seconds or so. Apart from that, game was fun!