A clever take on the theme. At first I thought it was a little generic, but then the shapes started loosing/gaining edges. Really cool innovation. Portals were a nice touch as well. Easy enough to figure out, but maybe some text instructions would be nice. Well done for a 48 hour game! :-)
Oh... the level where you have to click the switch while a shape is moving is very out of place. Requires reflexes, where all the other levels (so far) are just thought puzzles where you can take your time. I think you should remove that level and make sure every level is completely turn based.
@ogre: Thank you for your feedback. Yes, it feels out of place. The engine allowed it and I did not want to lose the opportunity to include such a level.
I plan to group the levels into "campaigns", which would allow to place all those reflex-based puzzles together. Then people could just play all the other levels.
But this is something bound to be made in a post-compo version.
That was surprisingly clever! You made sure the players understood all of the mechanics before getting really tricky~ There were one or two puzzles where I could solve without using everything given to me, but all in all, a nice brain-bender~
This is a nice game, you should have embedded it in the LD website. Some ingame instructions would have been nice. But the game has fantastic level design and meets the topic perfectly.
Actually 18 levels is plenty for a Ludum Dare entry! Like a couple others said, the suggestion would rather be to improve/reorder the existing ones, since we're being a bit overwhelmed at first with all these different blocks, and we keep jumping from an idea to another. I guess you were a bit in a hurry to add all these levels in the last hours ;)
Now game was clever, fun to play and the difficulty well balanced, so frankly it's a very good entry. Except for the above remark the only issue I could see is regarding the controls, that you could have made more comfortable by for example automatically showing the control arrows when hovering a shape. Or maybe having players "focus" a shape then be able to move them with the keyboard?
One last thing, a funny glitch is that you forgot to reset the shapes rotation after passing through these 90° angles triggers, turning the shapes into weird blobs ^^
Anyway the game was fun to play, and the graphics are clear and cohesive (they remind my of the GemCraft games). The "add/remove angles" mechanic was brilliant. Impressive entry overall, so congratulations!
That's an interesting pproach to sokoban mechanics, the new mechanismes were good innovation and simple to understand. I really amastonished by the number of levels! It's a pity the game doesn't have any music though (although I understand that you can't do everything in 48H ;) overall quite a nice game
Great take on this style of puzzle, takes me back to sliding around in ice caves in gameboy games. I really enjoyed the adding/subtracting sides element.
Really cool game. I had a great time playing this, but got stuck in one of the puzzles. I'll come back later with a fresh mind to try to beat it. Great work!!!!
Nice puzzle, with a very clever design and a really great "DOS" retro feeling (at least for me, in style). I loved the shape shift mechanic, the portal and how you built the puzzles.
It starts very simple, but the challenge can escalate quite nicely! :)
I'd like to see it on mobile, with a campaign mode! It would be REALLY fun if you polish, make more levels and release it! :)
Comments29
Solid, but somehow, still interesting game. At first, a typical puzzle, but somehow, I feel the execution something new.
All-4 in major categories (O-I-F-T) for moderate, above-the-average fun.
I plan to group the levels into "campaigns", which would allow to place all those reflex-based puzzles together. Then people could just play all the other levels.
But this is something bound to be made in a post-compo version.
Could improve on the level design though, instead of introducing a new mechanic on every level you should slowly integrate them together.
Keep it up!
Actually 18 levels is plenty for a Ludum Dare entry! Like a couple others said, the suggestion would rather be to improve/reorder the existing ones, since we're being a bit overwhelmed at first with all these different blocks, and we keep jumping from an idea to another. I guess you were a bit in a hurry to add all these levels in the last hours ;)
Now game was clever, fun to play and the difficulty well balanced, so frankly it's a very good entry. Except for the above remark the only issue I could see is regarding the controls, that you could have made more comfortable by for example automatically showing the control arrows when hovering a shape. Or maybe having players "focus" a shape then be able to move them with the keyboard?
One last thing, a funny glitch is that you forgot to reset the shapes rotation after passing through these 90° angles triggers, turning the shapes into weird blobs ^^
Anyway the game was fun to play, and the graphics are clear and cohesive (they remind my of the GemCraft games). The "add/remove angles" mechanic was brilliant. Impressive entry overall, so congratulations!
(PS: I answered to your comment on my own entry!)
It starts very simple, but the challenge can escalate quite nicely! :)
I'd like to see it on mobile, with a campaign mode! It would be REALLY fun if you polish, make more levels and release it! :)
Great game! Cheers!