I have made the pieces draggable with the draggable extension. So while they are being dragged (with left click) they should be able to rotate/resize.
I am glad that you let me know of your issues. I will remember to test my games out on my laptop as well next time!
langotriel
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I think you’ll find that the post-jam version makes the door puzzle take much less time. There is a hint of you want it, showing the partially completed puzzle, sound for when they click into place and instructions on the screen. I just didn’t have time to get it in, unfortunately 🥲
glad you liked the rest of it. Hope you weren’t too harsh on the score 😅
I’ve noticed the full screen thing can happen, but a refresh usually fixes it. I don’t think that’s a thing I can fix: seems like an engine bug. Sorry that it happened to you. I suppose it could also be related to screen aspect ratio: the game is in 16:9 so if your screen is different maybe that causes issues 🧐
glad you liked the game! :)
Extremely creative approach to the theme. I dig it! 5 stars.
I do have one little nugget of wisdom that doesn't come from me, but I think it would be well applied to this game, if you work on it more. Paraphrasing here but, "The goal of level design is to give the player an opportunity to use all the game mechanics".
The mechanic is obviously one thing only, but being big feels fast and being small feels nimble so it's kinda 2 mechanics in 1.
However, the levels as they currently generate, don't really allow the player to feel true exhilarating speed (rather, the feeling of crossing vast distances quickly for an extended time). I think it would serve the game well to space out the obstacles so that the feat of getting through a sneaky tunnel or over a nasty hump is rewarded by drifting through larger distances. This could still include some elevation changes, like almost floating down a set of stairs quickly or whatever.
With some visual context added, like a paralaxing landscape background or a cityscape, it would feel great! speed lines, also!
You've got a real gem here, and my suggestions come from a place of love and enthusiasm! This could be the next speedrunners or something. It's got great potential!
There once was a developer named, 'Langotriel'. Like every other developer, they enjoyed it when other jam participants were fascinated with their games, and expected comments. However, when he thought he had seen it all, he came across a comment so long and so meta, that he couldn't help but join in the silliness for the length of his response.
"This must surely be the longest review I'll ever get", he thought to himself.
The commenter went by the name of'Tameno'. They had created a game of their own with the title: "sizeboarder".
The developer figured it seemed logical that they return the kind review with another, after playing the commenter's own jam submission.
With that, the developer thanked Tameno for playing and set off on the quest to play their game.
gaaah. Sorry about the puzzle: I didn’t have time to implement the instructions in-game. The narrator strongly hints at it, but I know I needed more. Post-jam version has sounds for when they click into place, instructions on how to play and a hint if you need it (releasing it after voting). If I had 2 hours more it would have made it in, along with all other missing stuff.
glad you enjoyed what we managed to make :) and yes, expanding it would be sweet but it took an immense amount of work to do what we did.
2 choices mean 2 outcomes are possible. 3 choices mean 6 outcomes are possible and so on. If they all lead to more options, it gets out of control fast 😅
Although stanley parable wasn't something that inspired the game, the way it turned out definitely has some stanley parable vibes.
Be warned, if you make a game like this where all the choices allow you to continue, there would be a ton more work to do. Most games don't allow for "meaningful" choices because the result is that a player only ends up seeing 20-30% of what you make.
That said, if you could motivate yourself to actually complete 3 full games worth of content in this style, all as different paths, it would be pretty cool.
It's interesting that you say that, because we have been thinking we could make games like this and market it towards schools/teachers to teach the meaning of words in a fun way.
The post-jam version of the game will include better tactile feedback for the puzzle as well as a hint that shows where some of the puzzle pieces go, making it easier to get through. If you want me to make an altered version with a slightly less violent defeat of the wolf, I can do that quite easily by removing the wolf laying there dead. So it would just be the tired rabbit left.