Really fun levels, I enjoyed playing this a lot!
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There and Back Again's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #8 | 3.864 | 3.864 |
Execution | #10 | 4.000 | 4.000 |
Overall | #11 | 3.670 | 3.670 |
Graphics | #19 | 3.591 | 3.591 |
Audio | #21 | 3.227 | 3.227 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Nice little puzzler, a great showcase of your crates
- polyanya for navigation
- bevy_easings for fancy ui animation
I have a few nits to pick:
- The UI colors seemed to clash, and overall the UI just seemed all over the place with padding, font size, etc.
- There is very little contrast between the dialog background color and the dialog text
- I don't understand the dialog timer. Sure, I can maybe read that fast, but I am trying to read and simultaneously understand how it relates to what I am seeing on the screen. I was often not done with the instruction text as the countdown ended and I awkwardly followed the text to the top right corner as it reflowed. I would have greatly preferred a "continue" button.
- I really would have liked to look at the level before the action started. The action is even starting when the camera is way zoomed out which just seems unfair.
- It would be great to be able to remove an obstacle by clicking directly on the obstacle model. I often could not remember which specific obstacle icon was associated with a particular obstacle and ended up needing to redo the whole thing.
- I was weirdly distracted by the shadows -- I wasn't sure why the hobbits' shadows were disappearing as they approached. .Not sure what's going on there, but it seemed like the point lights were too low, perhaps. I was going to look into this, but the game failed to load when running from source locally with this error:
thread 'IO Task Pool (2)' panicked at src/levels.rs:213:14:
attempt to subtract with overflow
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
I really enjoyed this puzzle game. There were some minor quality of life things that would have made the experience a little better:
- it needed a reset button I think,
- once I’d solved a level there was often quite a long wait until enough bits of treasure were returned. A “speed up” button would have been great,
- the “back to main menu” button in the dialogue box got me a few times, I expected this to be a “close dialogue” button.
- the game started before I could interact, which meant I felt like I couldn’t look at a puzzle and understand it before the adventurers started dying.
Overall an interesting idea, lots of puzzles (I got stuck on level 9) and very well developed given you only had a week.
All of you folks come up with such unique ideas, super inspiring.
Great initial concept, executed solidly, and with style.
I really really enjoy puzzle games and this one is no different. The text particle effect at the beginning absolutely threw me. I think the only thing I would grip about really is that the text can be hard to read and there is no clear way to reset a level and remembering which box went with which icon is kinda weird. Other than that, a very solid puzzle game with cute little characters and theme.
Really fun and super well executed. Centering a game around a the path finding mechanic is a great idea. I also like how the player gets introduced to all the new features on the fly in tutorial like levels. The cycle theme was also well interpreted with the spawning cycles. Really polished as well already. Great game, thank you!
Thanks! I’ve made this game mostly as a playground for https://github.com/vleue/polyanya/pull/58, which adds layers (conditional traversal of part of the navmesh, one-way only, underpass/overpass too but couldn’t get that in the game in time) to my pathfinding crate
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