A nice puzzle game! I really enjoyed playing this game. I agree with most of the things others have said about difficulty and the whether the ability is necessary. I think with some refined artwork and a soundtrack this could be a really cool game. You could also introduce more guard mechanics or introduce them earlier to ramp the difficulty up faster. Good job!
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SwapRob's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Provide constructive feedback and vote on games depending on critera | #4 | 3.444 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Explain how your team worked together
Me, myself and I were in continuous communication.
Comments
This is a really neat concept and I could see some really interesting puzzles and strategy for this game!
The pixelated art pieces looked great!
A couple pieces of feedback:
- I wasn't sure how to use the Space/Shift gadgets? Wasn't sure what Space did and could never figure out how to get Shift to work.
- I felt it was pretty difficult to lose? Admittedly, I didn't get through the whole game though.
- But it seemed like a guard could pick up a painting...but at that point, it didn't seem there was a way to get it back? And I just had to restart the game.
- Having distinct, labeled levels I think would help the player feel a sense of progression as they go through the game
Great work!
A clever little puzzler that leverages the burglary theme really well with the swap-with-anything mechanic.
Though the abilities were cool and well implemented, I found very little use cases for the lane-shift (though in retrospect, it would have been handy for moving security cameras), and the invisibility was too overpowered, being an actual get out of jail free card.
That's not to say these should be removed, least of all the lane shift, but rather I suggest things become more difficult at a faster pace so that those abilities become more valuable and integral to success.
Expanding on a suggestion from another commenter, to use predetermination in the enemy spawns in place of randomness, I put forth: why not both?
Have each enemy randomly spawn on the map, but at predetermined intervals.
Add a security guard every level, riot guard every third, and a camera every fifth, for example.
Another possibility as the levels get bigger (at the risk of feature creeping) is multi-tile tetris-shaped furniture that cannot be be swapped with. Perhaps even single-tile objects that can be swapped that block the view range of cameras, such as a potted plant.
You're off to a great start with this one. Keep up the good work! :D
So my big issue is and this may sound weird but its too easy. the reason im saying that is a lot of the starter levels i could just walk around picking up paintings and the only fail stat was walking into a ! square unless i missed something. and the first time i lost was just to see if that is what would make me lose. after i realized that was it i played some more and ended up doing it again just to make sure i was right then i actually read the description and found out you had these sick awesome abilities, but for the most part you had every opportunity to just not walk into the ! squares. I even didn't initially know i could walk into the guards and swap with them. once i figured that out it really made me think dang this does seem maybe a little too easy/ i can even be caught in one then just walk out and even if im surrounded just use the ability. I was initially trying to pay attention to the numbers on stuff to know when it was going to switch but then i realized i dont have to worry about the numbers just the !s. idk this all might sound overly critical but that's what me slowly start haveing less fun because it felt like i didn't have to be that careful and it even got to the point where i game overed 2 times from just not paying attention. all that being said i played like 6 or so runs and might have spent 30 min on it. It started out really fun, but it lost something when i started to feel like so many moves were safe and i didnt have to pay that much attention. i really like the vibe and the concept and the abelites are super sick. i hope this long winded comment was helpful and didn't just sound mean cause i don't mean it that way. and honestly it kept my attention for the most time out of the games i played so far so major props there and even if i sound overly critical i think u still did a great job!
Wow, Thank you for your time and feedback!
In fact, it would have been great if there had been a tutorial. especially because of the gadgets / extra moves that are not directly obvious. The level of difficulty actually depends a lot on chance. I had adjusted this again so that the most difficult enemies appear less often at the beginning, but from level 10 or so there should also be cameras and elite guards (the ones with a cone detection and instant movement) that at least increase the difficulty a little. But i have to be honest, that i did not playtest it long enough. I was aware that the difficulty is somewhat odd but not in which direction.
All in all i really appreciate your effort in playing my entry and your detailed feedback.
I quite like this puzzle game. Simple and satisfying mechanic. I think you had mentioned that it was random. This might be one of those situations were you actually want predetermined level. You could figure out some cool and interesting level layouts. Anyways, I think there is a good game here as it is. Could be something really good with a little more polish.
Interesting puzzle game but a little too repetitive. It feels too easy. I think it can be easily a quite good game with some adjustments.
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