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Placel

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A member registered May 03, 2023 · View creator page →

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(4 edits)

A really fun puzzle game! I really enjoyed thinking through them, building a mental model of how different systems are connected together, and finally figuring out a solution.

Though I do have some complaints:

GAMEPLAY

  • A reset button for the different sections would've been really helpful as undoing gets kind of tedious if the player spends most of their time moving around the puzzle, trying to get a sense/overview of how the puzzle works.
  • In the section "but he journeyed to find", I was somehow able to push boxes into each other even though I wasn't able to do that in the previous sections. Since I had learned that the boxes can be blocked from being pushed by the inactive tiles, this resulted in me getting stuck. However, it might be a bug as I was able to push the metal boxes into the laser source tiles? It was a bit discombobulating, to say the least.

VISUALS 

NOTE: It all boils down to personal preference but you can implement some of these suggestions if you like them and if they don't conflict with YOUR vision for the game.

  • The art was a bit too noisy for me. I personally found the details a bit distracting but I guess it has its own charm to it.
  • The inactive elements were a bit hard for me to look at (a bit too much desaturation), but I guess it could be up to personal preference.
    • The blue (icebergs?) were brightly outlined, and because they are used quite often, fight for your attention even though they are not a prominent part of the gameplay.
    • A great example of prominent gameplay elements can be seen in the game "Baba Is You", where:
      • The background and the details like the floor and the wall are similar in darkness (or how I like to call it: visual priority).
      • The main gameplay elements (like Baba, the flag, the rules, etc.) are quite prominent and immediately catch your attention.
    • "Celeste" is another great example of this.
      • The area outside the borders transitions to a dark solid color without much detail.
      • The background is only visible in the main gameplay area inside the walls but is still relatively dark.
      • However, the main gameplay elements (Madeline, the walls, the platforms, etc.) are really prominent, and immediately draw your attention to themselves.
    • You can also take a look at other games you think are visually appealing, and implement what you like about the visuals in your own game if you decide to learn about visual design in games in the future!

However, it still boils down to personal preference and your vision of the game, along with a little bit of visual design to make it accessible and more pleasant to look at.

Though those are the only suggestions I have! Otherwise, I really like the concept and this has a lot of potential!

Sorry if this was way too long to read! 😅

Edit: Grammatical corrections.

I really enjoyed playing this game!

It is really polished and allows for really precise placements like "Jam Packed". But I would prefer this more as you can clearly see which items are overlapping, which leads to many satisfying moments.

Loved it. :)

Quite a unique take on the theme! I really liked it!

Though it is quite difficult as the game seems to be quite strict about getting the entire plane in the box and the planes tend to stick together quite often. It escalates very quickly as the number of planes on the screen increasing.

Other than that, it is very charming and fun! :D

It looks like you uploaded the zip file for the web version but forgot to tell itch.io that it can be played in the browser.

To do this, you can go to the uploaded files in the "Edit Game" page (which you are already familiar with), and then tick the box saying "This file will be played in the browser" for the web version. You might also have to tick the "SharedArrayBuffer support" checkbox in the "Embed options" section right below the "Uploads" section if you are using Godot 4.

Looking forward to play your submission! :)

Just like newclarityex, I also didn't realize that I could slide over water until I decided to randomly mash the movement keys to see if I was missing anything. Something to tell the player that they are purely cosmetic would've helped a lot! You could've also tried putting them in cells/tiles which the player can't slide over using the movement mechanics as this kind of movement often tends to create such gaps.

However, that is the only complaint I have! Everything else was great. I really enjoyed it! :D

(1 edit)

Really fun game! Took me a few seconds to figure things out but my second playthrough was a breeze if you don't account for my attention problems.

However, to my surprise, it wasn't as overwhelming as I expected it to get! A bit intense for me? Yes. But overwhelming? absolutely not. Loved it.

Glad you enjoyed!

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Glad you liked it!

Like I said in the reply to Jax, I also wanted add SFX to the game but my lack of experience (with audio), along with SFX not being the priority (or learning goal) for this project, prevented me from doing so. But I do plan on coming back and adding sounds to this project after I learn SFX and Audio design during future jams! :)

(1 edit)

Thanks for the feedback! I am glad you liked it. :D

I also wish I could have added some audio, but unfortunately, wasn't able to do so in a reasonable amount of time (lack of experience with SFX and audio in general). Though I am not too upset about it as I was able to do what I wanted to do for this jam (work on what my previous games struggled with):

  • Making the game more intuitive
  • Showing rather than telling
  • Spending more time working on the core gameplay if required

Edit: But I do have plans to learn Audio and SFX design during future jams! :)

I don't have anything to say other than this is a fun game! It looks great and sounds great. Great job!

The game looks and sounds great!

Though the grandma seemed a bit too fast... like insanely fast. I couldn't progress because hiding appears to not be working for some reason which is unfortunate because I would love to play the game all the way through.

I was expecting it to get way more chaotic after some time like "Hellfiler" but it was quite controllable. I enjoyed frantically looking through captchas trying to quickly verify the answer.

The art was as good as it needed to be. So I can confidently say that I liked it.

I was genuinely not expected that twist haha!

The art looks great, and the music sounds really nice. Throwing the units around at the end and using the enemies to kill the enemies was really entertaining. A very short experience but very enjoyable.

It also appears that you can place the units anywhere on the map which is something interesting.

The game looks great, sounds great, and plays great. Loved it!

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That... is not a bug, it is a feature.

Seriously, it is supposed to be like that. You solve it by reattempting the previous room and then coming back with the correct rotation. You can do that by using the button on the top-right.

It was pretty standard for the first few levels. But the last level really caught me off-guard, I would love to try out levels with that parallax mechanic!

Other than that, the game looks really nice. Loved it.

I wasn't expecting an anti-chess game in this jam! The game looks beautiful, and sounds great.

I expected a stalemate to also result in a draw but it appears that is not the case. :(

It was fun!

Though the explosion attack did not really feel like it did a whole lot on the enemies. Perhaps you could make it insta-kill the enemies but take a bit longer to charge. It would feel much better than using it on the enemies and finding out that it doesn't really help that much.

The presentation also has some room for improvement but you did great for a 48-hour game!

I absolutely agree! I planned to have the ability to snap rotations to some common values but wasn't able to add it in time.

Loved the game! It was very enjoyable to just ram the platform straight into the falling characters. I always had the "Haha, fall idiots!" grin on my face throughout the game.

Though I found a glitch where ramming the platform into characters can actually trigger a loss because the game thought that you failed to stop the characters from getting on top.

It also got repetitive pretty quickly but enjoyable for a few minutes nonetheless.

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This is a really charming game! Loved the art style, the music, and the animations.

Though I did run into some situations where the humans just ignore the rabbits and just go for the trees. That felt kind of punishing because it takes some time for the water orbs to regenerate, and until they do, a tree has already fallen, i.e., they are expensive.

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You, my good sir, just found a way to get soft-locked in a way that wasn't supposed to be possible. In fact, you did something that everyone else, even I, thought was impossible. So props to you for breaking the game.

Thank you for trying it out!

I am still a bit confused about how you were able to get stuck in the wrong rotation, it should not be possible to get stuck in such a way that you cannot fix it by going back just a single room. Can you send me a recording? or a GIF perhaps?

And thank you for telling me how to fix the UI staying highlighted! I wasn't able to find a solution even after searching for around 10 minutes.

(1 edit)

Sorry to hear that! You can indeed go back to the previous room. There is a button to do so on the top-right.

As for the random death after restarting, it is a bug that I am not sure how to fix. Restarting the level fixes the issue so there is no need to worry about it.

Thank you for the detailed feedback!

I agree that I should have done a better job explaining the limited movement mechanic in-game but the opportunity to do so passed much more quickly than I had the time to do so. Something to remember for my next game!

The game looks great! Though I did have a little bit of trouble understanding how hitboxes for the humans work.

Surprisingly not as rage-inducing as I expected it would be! The bomb was much more controllable than what I have experienced in other games with similar concepts.

This is surprisingly fun! I was kind of intimidated when I saw the amount of information that was on the screen but it only took me a few seconds to figure out how everything works.

Sorry to hear that!

I have once again updated the webpage with some more info explaining the game's mechanics including the not-very-intuitive one that is necessary to progress. Hope that helps!

It appears I have been struggling to explain those mechanics properly @.@

Anyway, I have once again updated the website with some more info about the mechanics of the game. Thank you for pointing it out!

The puzzles and the art were great! Though I did find it quite difficult, perhaps because of the controls.

The game is really fun to play! I love how it can very easily turn from you destroying the enemies to the enemies destroying you and vice-versa after turning the tables.

The mechanics have now been (hopefully) explained via GIFs on the webpage.

Thanks for pointing it out!

Thank you for trying it out!

It appears that the idea of moving the room in the opposite direction to push the character into place was not as obvious as I thought it was (Whoops!). So I have now added a few GIFs to the page to hopefully help with this issue.

Seems like it is a common problem! I have now added GIFs to tell the players everything that they need to know to get into the game. Hope that helps!