It has no end or scoring -- it is a gameplay prototype.
Mad
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Hi Andrew & Alex, I am looking for people to survey about their art pipeline as part of a university project. I don't have a better way to contact you, so hopefully you receive this message! If you're at all interested, my Twitter handle is on my profile, please reach out!
So that this post isn't just solicitation; really interesting idea for a puzzle game, and surprisingly challenging! Simple concept, but I enjoyed playing it all the way through. The art reminded me of Stardew Valley a bit, in a good way!
I'm not sure why it doesn't show on this page, but the composer is my good friend @quillenink. Thanks for the kind words!
EDIT: Ah, it's hidden under the "More Information" tab!
Thanks! That's the trouble with designing a hardcore puzzle game like this for a jam -- I didn't have the ability to do player tests for the puzzles and gauge the real world difficulty. All of the puzzles are technically possible with the information presented, but that doesn't mean that the connections are obvious enough to be useful. I had plans to implement in-world hints, but ran out of time, as usual!
Thanks for playing!
Agreed -- the original intention was to make it more of a puzzler, but some unforeseen roadblocks regarding enemy logic meant that it wasn't feasible to make the AI movement consistent enough for a satisfying puzzle experience. We settled on creating more of a zen solitaire-esque experience using the existing movement logic -- the show must go on, after all!
Thanks for playing!
Totally agree with your notes on the gameplay. There's a ton of improvements and bugs that people have pointed out, all good stuff!
I haven't played ItB, I'll have to check it out.
In terms of the theme, we were coming from the direction of 'what if you played chess except you only had one piece, while the enemy was fully stacked against you?'. In earlier versions of the concept, the enemy tiles were represented as mindless golems, where the player was the single live soul, bouncing between vessels (this is why as the player you swap your control between tiles rather than simply swapping places with them). Obviously this idea got obfuscated a bit by the time constraints, as it always is :u.
Nonetheless, thank you for the detailed critique, and for playing our game!