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ppmg

15
Posts
A member registered Jun 16, 2021

Recent community posts

Very nice! The art was very impressive, one of the best games from the jam visually. The idea was also quite good, although I never quite understood fully all of the mechanics (I think), even though I beat it. I could see you're trying to keep some kind of balance and that the plants give the planet some oxygen, but I couldn't see a very obvious correlation (the planet's oxygen increased seemingly at random to me). I also wasn't sure why you had two types of plants and enough soil for all of them. I'm guessing one takes longer to grow but then provides more oxygen, or something like that, but it wasn't too clear. Obviously these are all things that are hard to get right in 48 hours, so don't take it badly, I'm just providing constructive (I hope) criticism :)

Either way, this was really impressive and I think it has loads of potential, keep at it!

I liked the idea, definitely simple enough to understand immediately yet with the potential for more complex levels (as you showed; I didn't play all of them, though). I think either the controls are a bit buggy or the actions you can do at each moment aren't fully clear to me (sometimes it doesn't jump or I can't join pieces), but with a bit more polish you can definitely get something playable for hours! The art and the music were also very good! Make sure you continue with this!

Really simple and interesting mechanic! Played it on my own, but I think it would probably be equally challenging (and fun) between two people. Obviously you didn't have time for more in 48 hours, but new types of debris with different effects would be interesting to see (e.g. putting a lower or upper limit to the distance between the nodes). Nice job!

I had quite a lot of fun swinging the two characters around, balancing them in the air while flying above it all :D! Not sure that's how you meant it to be played, but maybe you wan't to focus on this even if you didn't, as it looks from the comments like I'm not the only one who enjoyed this :P.

Great art style and decent, non-annoying audio! The theme was also good, although I would've liked to see more mechanics. I also wasn't sure whether the ice/fire asteroids would counteract each other when hitting the star or what (a regular one hit the start, which made it bigger, and when an ice one hit it nothing seemed to happen; not sure what the fire one would've done), maybe that should be explored in shorter levels for learning.

Although I didn't participate in the jam, I also had a vague idea of doing something with chemistry, so I was glad to see someone else actually did it! It was a nice little puzzler, definitely has potential for more complex mechanics and levels. I do think that if you go with the chemistry theme you should take more advantage of it, though. Other than the fact that you're using the number of bonds, it wouldn't matter that much if it were any kind of things being bonded. Have a think about the effects certain combinations would have in real life, that might lead to more interesting mechanics and/or levels!

I was very impressed with the polished look of it, the art and the music were quite good! The idea was also interesting, but I got the impression that I had very little power over the outcome. Maybe some more visual feedback for the player to get a better idea of how close/far the dogs are from being distracted would be helpful? Definitely potential in the game!

I would definitely tag this as "Story rich". The lore behind it and the depth to all the characters was astonishing!

Jokes aside, the concept made me chuckle and I thought it was an original take on this. It's fairly hard to direct the... mouse wheel? and the lack of checkpoints (even for the beginning of levels) was a bit unforgiving, but I enjoyed it. Would probably be interesting to see other kinds of interactions other than "death" in the map (maybe I missed them? I didn't complete all the levels, it was hard enough finishing the first one and then having to do it all over again after dying in the second one :D).

Although I've seen the basic premise of moving two characters at once and trying to get them together, I thought you introduced very interesting mechanics with the colours and abilities! It was a pity there weren't more levels, because I see loads of potential in it! The one issue I found was that it wasn't always clear to me which was the "main" character and how the others would move (they don't always mirror, I think). Some other visual cue so that this is obvious from the start would be great (for the levels you set up this wasn't crucial with your first movement, so it wasn't a problem, but it might be in more complex levels).

I also really liked the art! It looked simple but conveyed loads of information with a quick glance. Awesome job!

Very interesting how quickly you need to use the various mechanics to find a way that solves the puzzle for both sides! I also had issues with the smash ability, but thankfully I saw one of your comments further down explaining how to use it and I could try again. I didn't finish the game, but it definitely had a lot of potential.

The one thing I would suggest is to change the whole number/calculator thing: it would probably be easier to remember the abilities using different character sprites than having to associate the abilities to numbers (though maybe I missed something further into the game which makes the numbers important? I did reach the +1 mechanic, but that can be replaced with some other icon that basically does the same thing).

I really enjoyed playing this! I haven't played it with anyone yet, but I suspect that would be equally fun. Directing the two characters at once was messing with my brain, but it was great to get around the different problems and enemies, nice job!

Nice idea, quite satisfying to destroy things left and right. I wasn't hearing anything, though, not sure if that's a bug or what (I think some audio could really help and feel satisfying here).

Interesting concept, the mechanic definitely has potential. Although joining the blobs together again could be interesting in some way, I think having to balance the number of times you separate vs your health is what can probably lead to more interesting scenarios.

The UI was a bit confusing, wasn't sure if there was supposed to be a way of moving the original blob after separating or what, but this kind of stuff can be addressed once the pressure of the 48 hours is off :)

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Nice wee game! As others have pointed out, the UI isn't exactly the most polished thing, but I think it still provides all the fundamentals you really need for a 48 hour game jam. As for the mechanic, it's a clever idea; it could probably do with a bit more hand-holding at the start, to make sure what is actually possible is clear to the player (for the first few levels I focused only on moving tiles I wanted to bring together to get to the number, wheareas moving other tiles out of the way - and not caring what they add up to - is a powerful tool here). Nice job!

EDIT: I also forgot to thank you for giving the option to adjust the volume/mute. I really needed it at one point when trying to figure out one of the levels :P

Nice little game!

The mechanic following the Joined Together theme was quite nice, very quick to understand and good for the puzzles in it. It would be nice to have more levels and see how the mechanic can be explored further!

The art is also quite impressive for a 48 hour jam, nice job!