Wow, what a great little puzzle game you have here. The pacing felt just right as far as ramping up the difficulty. And yes, got a little emotional at the end. Great job! I very much enjoyed this. :)
I really enjoyed this. Very pretty and the feels out of no where as well. I don't think I would say turn-based/puzzle are two incompatible genres, but a great game came out of it, so well done. Keep it up. :D
A very visually pleasing game, but I'm not sure how you blended genres. It reminds me of many puzzle mobile games. I like puzzle mobile games, and I could play this as it feels very polished if you added more levels.
I feel like I'm missing the story of the game. I had a blue and green cubeperson then green left and blue solves one puzzle alone. If you keep working on the game you might add more story elements on the loading screens between levels to add more context. It seems like you have a backstory for these characters, but it felt two dimensional. I'd like to see it fleshed out more.
The mechanics were easy enough to figure out, you focused on make puzzles that were solvable and the difficulty curve wasn't too steep.
Overall this game has potential, but since it was made at Ludum dare it is a bit short. I hope you keep working on it.
@saoi-games Thanks for the honest feedback. It's true the genres really aren't all that incompatible as others have also mentioned, I didn't spend enough time thinking about my idea before prototyping.
I wanted to focus more on the story but after I stripped some puzzle mechanics the story had to change and I just ran out of time.
Not entirely sure yet if I'll keep working on the game, but I'm glad people seem to like it.
Great little puzzle game you've got there. Looks really great, the puzzles themselves are good and the progression of difficulty is quite nicely balanced. I was a bit confused by the second level until I'd skipped it and used the teleports on a later level (I didn't really get what it was until later), but other than that you got everything across without having to explicitly say much, which definitely added to the aesthetic.
If you're going to put a bit more time into this, I'd love to see some subtle animations on those cubes (something like snakebird), an undo last move button/key would be fantastic (that last level got a little annoyingly repetitive, having to go all the way back to the start by mucking up the correct movement path), and yeah, some sound/music would really bump up a lovely game
Nice game, It ended too soon and I was craving for more. The puzzles are really good and I felt sad when he left, I was expecting a plot twist in later level but then it ended :slight_frown:. The art looks good but some animations and sound effects would be really great. Great job.
Good work on the overall mood of the game, it looks like you did a great job respecting your scope and creating a bit of subtility with simple mechanics
I want to say I enjoyed playing the game, and I think you did a pretty good job at making it. Amazing puzzle games are hell to design, but you did a good job at designing your puzzles here. Everything was clear without needing any explanation, which is good game design. The graphical style was simple, and mildly charming.
However, this didn't feel like a mix of two incompatible themes. Turn-based/puzzle go pretty hand in hand, especially the way you made it. It doesn't feel like something innovative (frankly, it doesn't need to be), it's just a pretty mundane puzzler.
Though I found the reflection of the end on the main menu to be very neat and cool, I didn't get moved by the ending, mostly because I just didn't have enough time to get attached to either of the cubes. Green suddenly appears out of nowhere, then green suddenly is gone out of nowhere. There's no build-up in relationship between the two cubes, nor any time for the player to bond with them. The fact it didn't feature music didn't help that. Just by adding one track with three variations (neutral, cheerful once green joins, sad once green leaves) it would've changed the tone and emotions completely. (I'm going on about this because I'm very passionate about stories in games).
I don't want to be all negative about this game, because I did enjoy playing it and I know Ludum Dare enforces focus on specific fields. There's a lot of potential in here (even just as a puzzler), and I would absolutely love to see the game/story expanded upon.
Cute visuals and generally clear design with the exception of the spikes. With some music, additional puzzles and a more fleshed out narrative and this could easily make it on to the app store!
It's a sweet puzzle game, I can definitelly see this as a full mobile title. The mood would improve with sounds and music a lot, but it's still an exceptional entry!
I love cubes. I love puzzle games (take a look at mine - since a few days available on Steam. See link below). Your project is really interesting with a good minimalist aesthetic and an unusual concept. I like the interaction between cubes. I guess that you could do a full game with more time. This is a neat entry. Well done ++
PS : Also I think that you should remove purchased asset which you share into your source code. Respectfully it's just a question about copyrights and respect for its developper. My point of view ++
You have created very nice puzzle. It is simple but it works really fine with your concept. The only thing I am missing are some sound that would just complete the mood of your game. Really nice entry. Great Job.
Comments32
Didn't expect such an emotional experience :smile:
I don't think I would say turn-based/puzzle are two incompatible genres, but a great game came out of it, so well done.
Keep it up. :D
I feel like I'm missing the story of the game. I had a blue and green cubeperson then green left and blue solves one puzzle alone. If you keep working on the game you might add more story elements on the loading screens between levels to add more context. It seems like you have a backstory for these characters, but it felt two dimensional. I'd like to see it fleshed out more.
The mechanics were easy enough to figure out, you focused on make puzzles that were solvable and the difficulty curve wasn't too steep.
Overall this game has potential, but since it was made at Ludum dare it is a bit short. I hope you keep working on it.
I wanted to focus more on the story but after I stripped some puzzle mechanics the story had to change and I just ran out of time.
Not entirely sure yet if I'll keep working on the game, but I'm glad people seem to like it.
Really good puzzles and a good art.
It just lacks of sound design but the gloabl game is pretty fun :)
It's the first game I test that has a visual style close to mine ! Try it out if you want to :D
https://ldjam.com/events/ludum-dare/41/turn-around
If you're going to put a bit more time into this, I'd love to see some subtle animations on those cubes (something like snakebird), an undo last move button/key would be fantastic (that last level got a little annoyingly repetitive, having to go all the way back to the start by mucking up the correct movement path), and yeah, some sound/music would really bump up a lovely game
Very nice little game! I enjoyed it, good visual.
I want to say I enjoyed playing the game, and I think you did a pretty good job at making it. Amazing puzzle games are hell to design, but you did a good job at designing your puzzles here. Everything was clear without needing any explanation, which is good game design. The graphical style was simple, and mildly charming.
However, this didn't feel like a mix of two incompatible themes. Turn-based/puzzle go pretty hand in hand, especially the way you made it. It doesn't feel like something innovative (frankly, it doesn't need to be), it's just a pretty mundane puzzler.
Though I found the reflection of the end on the main menu to be very neat and cool, I didn't get moved by the ending, mostly because I just didn't have enough time to get attached to either of the cubes. Green suddenly appears out of nowhere, then green suddenly is gone out of nowhere. There's no build-up in relationship between the two cubes, nor any time for the player to bond with them. The fact it didn't feature music didn't help that. Just by adding one track with three variations (neutral, cheerful once green joins, sad once green leaves) it would've changed the tone and emotions completely. (I'm going on about this because I'm very passionate about stories in games).
I don't want to be all negative about this game, because I did enjoy playing it and I know Ludum Dare enforces focus on specific fields. There's a lot of potential in here (even just as a puzzler), and I would absolutely love to see the game/story expanded upon.
Although it was short, I had to think and retry some of the levels but the difficulty increased, just like it should be.
Is it right that you start back at the beginning after the final level? I thought there would be something else but it seems to just restart the game?
Overall a cool little game you created there, keep up the great work!
https://store.steampowered.com/app/838490/Theorem/
PS : Also I think that you should remove purchased asset which you share into your source code. Respectfully it's just a question about copyrights and respect for its developper. My point of view ++