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Logos Psychagogia

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A member registered May 13, 2020 · View creator page →

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That's totally right, if you had that impression it is totally right that the introduction of those signs should happen earlier, I think the main problems are level 7,8,9 which don't have any of the more interesting mechanics, my idea was to include them as a sort of a challenge to check if the player "mastered" the basic movements without all the other mechanics involved, and after those it can move on.
The Levels on the other pages unlock even when you did not complete all the levels in first page though, did you get a chance to see that? I am curious how your playthrough went to better understand how we can improve the progression

Thank you so much! The whole sliding box mechanic is pretty standard, but comining it with changing the shape of the box is an unique idea, or at least, I myself have never seen it anywhere else :) how many levels did you play? Because after the first page all the levels have +/- inside the levels

Thank you so much!

Thank you so much! Yeah buffering could be a very nice addition, we don't really know how to do that though ahahahah also varying SFX definitely would add a bit of variety. Is it a good thing that it gets very difficult very fast? Ahahahah

Thank you so much! We definitely plan on updating this when the Jam is finished, how would you polish this even more? Consider joining our Discord to keep in touch with us!

yeah it was said in the tutorial that backspace is also for exiting, esc otherwise makes you also exit from the fullscreen, so we removed it

Thanks a lot! <3

Thank you so much!

Thanks a lot! There is a level selection screen, press backspace to return to it. How many levels did you play? Because after 9 basically all of the levels have +/-

Thank you so much! Glad you enjoyed it

Thank you so much! We never thought about a death animation, as it is not really an action game and you should think ahead instead of dying by accident, but I guess we could add one for sure!

Thank you so much! Really enjoyed watching you figure out the puzzles, especially in those "eureka" moments

Thanks a lot for trying out our game! Yeah the first ones are meant as introductory ones, tutorials, then the challenge begins lol

This is a very great concept, fits the the theme perfectly and the puzzles are quite fun to solve. Maybe the controls on the shifting is a bit un-intuitive, but I wouldn't really know how to improve on that

This feels like Mob Factory a bit, and is a great implementation of that genre considering it was made in just 4 days, really well done!

Thank you so much! This is probably the best comment I could have received! I miss those days when I was a kid and time flew by without me even noticing, I research that same feeling in any game, and for my game to have gifted some time with an empty mind truly means the world to me!

Thank you so so much! I am so honored to hear all of this! Really I don't know what else to say!
There are 45 levels, 5 screens, wish we could do more but didn't want the game to be too long, as there is a bit of a surprise at the end which is worth checking out, and I didn't wnat to lock it under a lot of difficult puzzles. Maybe 45 is already too much ahahahah but I like it being difficult to get to the end, feels more rewarding once you finally do. Consider joining our Discord so that we can keep in touch

That is an interesting concept, could be made into an idle game, where you auto draw a card from the deck each time, they can get addictive quite fast!

The concept is great! I would love to see this rather then it being jenga, a game where you have to manage what you want to sacrifice from your castle to pay the cost for stuff, that would be really interesting!

Amazing gmae, the art is fantastic the concept and its implementation in the puzzle is very satisfying. Great job! This deserves to be on the spotlight!

Thanks a lot!

Amazing 15 levels in one sitting is definitely a lot! You are pretty good at this! will definitely try yours as well

That's definitely the goal! How har did you get?

This is pretty fun! Hte visuals are very good, and the music style is definitely unique and fits well with the art. Amazing!

This is pretty fun! Hte visuals are very good, and the music style is definitely unique and fits well with the art. Amazing!

Amazing! Thank you so much for the feedback! I definitely agree that our art department is the one which is lacking the most, we should probably search for more artists!

Thank you so much! It already kinda works on mobile as well (on webGL it works just fine) while on the playstore it seems a bit buggy but still playable, you could join our Discord and become an alpha tester! We are definitely going to expand on this, thank you so much for the kind words!

there is a non linear difficulty scaling, the first 6 levels are basically tutorials, after that they are mostly all challenge levels, the thing with puzzle games is that difficulty is very subjective, for someone an intuition may be obvious for others impossible

Thank you so much! Where exactly did you find it weird in the difficulty scaling?

Thank you so much for the kind words! I am gladly accepting entering the game jam club ahahahah I always wanted to develop games, and finally me and my team decided to take things more seriously. On which level did you get stuck? So I can better look at the difficulty progression (for me it is very difficult to understand how difficult the level is, has I know the solution before hand, that is probably the biggest issue in balancing a puzzle game)

This sort of reminds me of Boomeraxe. Great game! I would make enemies not be affected by knockback from the player, just be harmed by the skull, otherwise I cna just spam the attack to never be hit by enemies and just have to avoid arrows and spikes. I could see a lot of improvement here!

The art style is really great! The gameplay is simple yet addictive, it remembers me of some games on mobile, can't remember the name. Probably I would remove the U shaped block, it is almost impossible to place it without ruining your tower ahahah

Thank you so much for the kind words!

Like all the 45 levels? that's insane, I don't even remember myself how to do level 44 lol

You reached the end? That would be the first time anyone got there ahahahaha congrats!
I definitely took inspiration from the Pokemon ice sliding puzzles, and *built to scale* on top of that ahahahah.
Thank you so much for the kind words!

This is such a great idea! The level design is top notch, the puzzles involved are very interesting, challenging in the right amount

Logos (Game Designer) here. Thank you so much for the extensive review! Both for the very kind words, and even more for the construcitve criticism!
M to toggle Music - E to toggle Effects - O to get free stars for the jam (on level selection repeatedly and changing screens to see it refresh)
But even though these feature are in, if you missed them it is still our fault for not conveing this information more clearly.
As for the grid opacity you are probably right, the art department is definitely what we are lacking the most.
Thank you again, I really don't know how to express my gratitude!

This reminds me of Dave the Diver. The gameplay loop is simple yet addictive. Farm, upgrade repeat. The simple stuff never fails!

I don't really get how much money you should have to not make the fish get angry :(
Other than that I really like the idea, you have to micromanage how much you are willing to pay to get more rooms, therefore more scales, but every new room is farther from the base, therefore requires more time to collect.
It is a simple yet very interesting mechanic, congrats!

Thank you so much! To fit in so many levels I sacrificed a lot of sleep lol. Last day of the Jam I was up for 40 hours straight designing levels, I saw lines even while looking away from the monitor ahahahah