Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Bipolar Snail AdventureView game page

Unique 3D puzzle game where the player has to control a unique character - a snail.
Submitted by MALSER_GAMEDEV — 3 hours, 46 minutes before the deadline
Add to collection

Play game

Bipolar Snail Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#1563.8653.865
Music#2303.3193.319
Aesthetics#3153.3623.362
Mechanics#3223.0803.080
Sound#3742.6632.663
Story#3852.2272.227
Fun#4662.7362.736

Ranked from 163 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
5

Did you use any existing assets? If so, list them below.
DOTWeen free version, Some Free Asset of Particles

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 122 to 103 of 122 · Next page · Last page
(+1)

Nice man! I'm embarrassed to say I totally ignore the Click Button prompt in the first level for a long time. I thought it was just reminding me how to move, not actually click the red button - LOL

Submitted(+1)

This was a lot of fun! I had trouble navigating a few of the maps, but overall I really liked the experience. The art style and music were great, and it fun crawling up and down and all over the dimensions!

Submitted(+1)

Those puzzles get crazy real fast. Love the Snail 🧙‍♂️🐌

Submitted(+1)

Gosh, this game is incredibly creative, but also so bizarre. The non-Euclidian geometry is awesome, though I think that kind of stuff could be wrapped in a simpler package. There's a lot to digest when you look at this game.
The controls pop-up at the beginning doesn't show text in fullscreen mode, so that confused me for a bit (I'd consider adding the controls to the game's description). In general, I would have liked the task each level set for me to be a little more clear, but I have to give you all props for making something I'd have no idea how to make. Brain-bending puzzles for sure! Impressive work!!

Submitted(+2)

I like the mechanics of switching in order to drop to lower levels, and the rotation of parts of the level features to advance throughout the levels. Seeing the non-Euclidean shapes form as part of the level was novel. 

However, the isometric view makes it difficult to determine which parts of the level are at the same height and which were at lower or higher heights. The non-Euclidean shapes compounds this problem, as it makes it more difficult to gauge which areas were usable platforms - I would often complete a level by accident through rotating the shape until the snail's pathfinding latched onto something. I think the first level's use of a switch to alter the level's layout in fixed increments would add consistency to this game mechanic, as it reduces the amount of possible orientations in turn reduce the amount of trial-and-error required for correctly orientating the level layout. 

Another possible improvement would be to colour code the height levels so that the player can distinguish between height levels. An example of this would be in Megaman Battle Network 3's cyberworld (specifically Undernet area 4), which also uses an isometric view. 

The mechanism that cancels the dimension switch should the player fall into the void is a thoughtful feature. 

I like the music for level 2, as it seemed like a perfect fit for the snail. The music used for levels 3, 4, and 5 felt like the only ones that were consistent with each other, and were felt more suitable for the puzzle nature of the game; the music for level 1 stuck out as it didn't fit with level 2 or levels 3, 4, and 5. 

Overall, I like the mechanics of switching dimension mechanics and changing the level's layout to progress, and think that they need further polishing so that they mesh together better. 

A puzzle game to be tackled at a snail's pace.

Submitted (1 edit) (+1)

I totally loved the idea behind your game (I used a similar concept myself) and liked the other mechanics such as moving platforms. However, it felt a bit confusing: in the first level you introduce a button mechanic, yet the rest of the levels use sliders to rotate the platforms; and in certain moments it wasn't clear where the snail could move, Also the camera movement was a bit odd in certain moments, perhaps I did something I wasn't meant to while trying to move the snail.

I can appreciate the effort put in level design, mechanics programming and art for this game and I have to say you did a good job, keep it up!

Submitted(+1)

Wow this is cool! I liked the visuals. The puzzle mechanics were clever! Nice work!

Submitted (1 edit) (+1)

Interesting puzzle game! I like the visuals and the clever use of the theme. Is it possible to rotate the camera? If not you should consider adding that feature.

Submitted(+1)

Great idea and great job! Maybe it was a little confusing what it was supposed to do. The K button helped me in the first level. I would set the camera in the center because I lost the half map state at times.
Congrats!

Submitted(+1)

Good job, the game is great!

Submitted(+1)

Really cool game!

Submitted(+2)

Really fun game, good job

Submitted(+2)

had fun bending my mind movingaround areas.

Submitted(+3)

Hi, congrats on your game! :) It took me way too long to realize what I was supposed to do on the first level xD But after that, I understood how the game is supposed to be played. I think a good addition to the game would be to include more introductory levels to better explain the mechanics.

If you have some spare time, please try out my game. It's a classic space shooter from the 80s but with a personal touch. Please leave your honest feedback. :)

Submitted(+2)

I liked this approach! You went with something similar to us, changing dimensions to get access to other areas. I like it!

Submitted(+2)

This is a mind bender. Took me a while to realize I needed to move the sliders to maneuver the stylized blocks around. It is clever. The movement felt a little janky cause it would not move quite were I was expecting it to move. That or I was not understanding it. I think it might have been nice to give a button that would let you glimpse the other side without committing you to a moving to it. There were couple of times where I was just in a position that would not let me change sides and that felt like it was broken. Then I realized it was because there was nothing close on the other side for me to stand on. It is wicked smart level design and thought that went into this game. Great job guys and gals. 

Submitted(+2)

It took me some time to understand what I was doing. 

I think the snail could be more visible, like another color (it's hard to see it on purple). 

Maybe make the blocs a bit transparent so we can see the snail when it is behind them. 

Other than that the puzzles are nice. Great work.

Submitted(+1)

"Is this a snail on a board with wheels ?! That's funny!" There are a lot of mechanics at once, a tutorial would be nice or the level progression could be a bit slower. I am confused on what to do or where to go. When pressing the red button, it would be nice if the snail would not move after mouse press. I am not sure if the snail should keep moving when shifting dimensions. Its helpful. Having the possibility to go up enhances my way, but an introduction that its possible would be good. I see its overall potential. More explaining the mechanics, would do good.

Submitted(+1)

Great fun game, it was a bit difficult to understand controls at first, but the puzzles and music tied in nicely!

Submitted(+2)

The music and level design was nice, it felt cool, however when the snail went behind the big tower, I could not see the snail and the pathways he can take, Overall it was awesome. Good Work 

Viewing comments 122 to 103 of 122 · Next page · Last page