This sucked me in more than I expected it would have. In theory simple controls (only the space bar), and a simple rules (level falls on the ball and moves, or the ball falls on the level and moves), that combine together for some satisfying puzzles :)
[CØV] Ukhandø Ithunzi
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To be honest, my artistic skills are those of a potato, so I'm already happy to deliver something :) During the dev builds you couldn't yet lose by falling of the platforms, so it became a game at some point to try and fall out of the level and then directly onto the target without touching the walls (it was kind of satisfying, even if only possible because we had the editor open). But as a "speed run" it is still somewhat possible. (If you want to know the units, the character is allowed to go 50 times her size from the center of the level before the lose state is triggered)
This was fun and a very creative and well presented idea, (I did notice that the adventures sometimes hide behind the door when coming over). The art style was also very fitting to it. I would have loved in the end to see which quests had failed, and maybe to have some indication on the scrolls which quest they are instead of always having to open the scroll to read the full page (maybe with the title visible on the scroll when on the counter?).
Thanks for playing :) The way the rotation works at the moment, continues rotation wouldn't have been possible without the camera freaking out. We did try a 30 degrees and 45 degrees rotation, however when the level wasn't at the 0, 90, 180, 270 degrees rotation the character didn't move correctly (this is somewhat visible on the 3rd level with the wall that isn't horizontal or vertical) and so this was increased to a 90 degrees rotation to "hide" the movement glitches. If we were to update it after the jam, the rotation mechanic is probably the first location to improve.
This was fun to play, however sometimes it just throws the notes on the same column multiple times in a row making it seemingly impossible to not give some points to Chamuco. If some of the feedback that others have already said gets implemented I would love to try it again after the rating period :)
A fast rundown would be, in the levels you have on the top left a spawner of dice (the images tell you the value of them with the number of dots on them). The goal is to get them inside of the containers (on the bottom) in a way that the sum of the values of dice is equal to the value on the container. In order to do this, you have platforms (in white) and filters (those with a dot on them) and when you click on them the number of dots changes. These filters act like platforms for the dice with a different value, but are "transparent" to the dice with the same value as the filter. Once the filters are set you can hit the "play" button (the arrow one) to start the dice to fall down, and you can use the "replay" button (the circular arrow) to reset the level.
Thanks :)
Music is most definitely comming in a next version, but we didn't have the time to implement sounds and music.
For the tutorial, one of our playtesters almost never plays games, so we tried to make it as simple as possible so no initial knowledge is required. However in a next version we might add a "speedrun" mode: if you go fast enough, you go faster to the next level, and the pop-ups disappear more quickly. This way if you understand the tutorial, it should be faster, but if you need it, it's there.
Thanks for the mostly positive feedback. For the theme, we had more in mind, however it was more our ideas that went "out of control" while the deadline kept coming closer and closer (the map should get more and more "glitchy" the higher you "corruption" gets, but we didn't have time to implement it). But for out first game and jam we are still proud of it, and will probably continue to develop it :)