I'm really glad you liked our game!!!
That's all good, It to be expected that the majority of issues have already been said, but it definitely doesn't hurt to repeat them! the more something is repeated, that means the more people want us to fix that issue, so we give those issues priority! :)
ThePaleOne1
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I'm really glad you liked it!
Yeah, we tried really hard to have a really low scope so we could properly focus on polishing the game, but there were definitely some aspects that we should have spent more time on, mainly playability and tutorials! rest assured we'll be making that much clearer in later updates!
Thank you! it means a lot!!
We're committed to making more levels and more content in the future! I'm also planning on completely reworking the way you drag the magnet around haha, I did a bit of a hacky solution for the sake of the 48 hr deadline (didn't want to spend a whole day milling over "the best solution") but now that we've got more time, I'm gonna be hunkering down and spending lots of time getting that all to work much better.
Thank you! We tried really hard to lower our game scope for the jam, nearly did the 3rd level but cut it to focus on polish! a propper tutorial is definitely something we shouldn't have neglected though! we definitely learnt that the hard way haha xD
Our next update is going to be fully focused on tutorial levels and playability and fixing bugs! then propper content and more levels will come after!
Thank you!
I was actually originally making them work like real-world magnets but the unity physics system didn't like it haha, when the magnets were too close, the force got so strong that they'd constantly wiggle around even with extremely high air drag. I'm definitely glad I went for less realistic physics thought because as you said, it opens up so many cool solutions to the puzzles.
My absolute favorite thing to do was watch people play, and watch them come up with completely unique solutions to the same puzzle. the ladder and lever in level 2 had so many cool solutions that I didn't even know people would do when I first designed it!!
Thanks for playing!!!
Yeah, we plan on making some proper tutorial levels to teach the game mechanics a lot better. as for the blue magnet not entering the box, I'm considering making the exit hole have a transparent red plane, that way it kinda indicates "hey this isn't a normal hole" and "this probably has something to do with the red magnet"
Hey, Thanks for playing anyways!
You're right, the game definitely has a learning curve and it's our #1 priority for our first update! We'll be adding some propper tutorial levels and making a lot of things much, much more clear so hopefully, people will spend less time scratching their head and more time thinking of a solution with all the mechanics in their head!
All very true!!
I never would have thought to add vertical and horizontal sliders in the options but you're so right that would definitely help, and maybe inverting the axes for certain people to like inverted looking.
I'm really glad you enjoyed the game and the levels! Kristina put a lot of love into the levels to make them look so awesome :)
That's a really really interesting idea! we'll for sure look into doing more after you connect. the main reason we added that extra step is that during our testing, we felt like the game ended way too abruptly when you connected and it wasn't always too clear that you had actually connected the two halves together. You're right tho, it would be nice to have a bit more happen after connecting!
Thank you!! as shown in our credits we didn't make the majority of our assets, however, I genuinely feel like Kristina managed to "kit-bash" them together in a transformative way and make something that's we're both so proud of!
I'm really glad you noticed the secondary motion too! I'll be working in the future to make it feel much more responsive and easier to control aswell!
Thanks so much for playing our game! Im really glad to hear you enjoyed it!
As for the magnetic connection, you're actually the first one to mention that! So thank you haha, I think you're on to something there. Most people mentioned that it felt "slow" but bringing it back to the connection strength put's it in perspective. ill definitely look into different connection strengths and find one that's just the right amount of pull!
Thank you so much!
Yeah, the controls were definitely a little hard for me to code, using physics as our basis for the magnets meant that it wasn't as simple as "click and drag" which meant that I had to come up with a really hacky solution haha. I'm planning to more or less completely change the way you move the blue magnet around to help out with all that.
As you've noticed, the physics aspect of the game is super important to us and we really wanna keep that feel. Let's hope I can figure out a better solution for the controls!
I'm really glad you took the time to play our puzzle game! Thank you for the compliments :)
We'll definitely be making that more clear in the future with a more comprehensive tutorial (and some much simpler tutorial levels to introduce the ideas better) I'm also considering making a slightly transparent red plane over the hole, to help hint towards "maybe only red can get past the hole?"
If you or anyone else has any suggestions outside of a tutorial that you think might help make the hole dilemma more clear, I'd be happy to take notes!
Haha yeah, a few people had that bug, it's thanks to our scaling settings in unity. People with higher resolution screens technically "see more" including all our GUI that was suppose to be hidden off-screen until needed. We'll be making the GUI fully invisible next time so there's no risk of people seeing stuff when they shouldn't yet!
Lesson Learnt!
Either way, I'm still really glad you took the time to play our little puzzle game and I really appreciate the feedback!
I'm sorry to hear that! But you definitely weren't alone, lots of people didn't realize they can click on other things than the blue magnet (which is our fault, not yours!!!)
We're definitely focusing on the tutorial and playability aspect of our game in future updates. Definitely didn't have enough time to fully flesh out a tutorial during the game jam but nevertheless, there'll be one in the future!!