The main character is a bit creepy (he reminded me a bit of those aliens from the move MARS ATTACKS, because I saw the hair as brain :D) , and I couldn't understand why the blue tile didn't destroy the keys and other tiles did. Other than that I really enjoyed the puzzles and was happy that I could solve them all with a few retries here and there. Good game!
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Wonkey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #411 | 3.741 | 3.741 |
Overall | #1015 | 3.358 | 3.358 |
Originality | #1203 | 3.167 | 3.167 |
Adherence to the Theme | #1319 | 3.167 | 3.167 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Hahaha, damn, now I can't unsee this as well, damn! It was supposed to be cute, not creepy! ;D Happy to hear that you liked the game and were able to finish it! The blue teleporter would destroy keys as well: all keys except blue ones. Heard that "complaint" quite a few times now, probably would have been better to place four keys (one in each color) in front of each of the teleporters, to explain what the do. Will add something like this once the gamejam is over. Thank you for playing, I'll checkout your game in the next days as well!
Thank you! Wasn't easy_ I spend most of the second day on level 4 and 5. I can remember countless moments where I thought "Heureka, if I add this key over here, it will be even better", just to realize, that doing so trivialized the whole puzzle. Turns out, 4 colors is actually really limiting your design space. Probably should have gone for more, but hey, one is always wiser after the event.
Thank you for playing! Love your game as well, very creative. Chuckled quite a bit over it!
Nice and fun game! Love the way you introduced mechanics to the player, especially in teleport level) And I wish there were more levels :D
I love puzzle games - yours is pretty solid :). Quite a few levels and mechanics what makes it very interesting.
I am experiencing strange bug though - when I open the door with the key and keep pressing the button my character starts flickering and is like "dashing" several fields forward. This made me restart the level a few times.
The two levels before the portal level were really really good. Please add more portal levels after the jam!
Check out and rate my game here
https://itch.io/jam/gmtk-2019/rate/461137
Doom 2? That's an, uhm, interesting comparison for this kind of game. Care to elaborate? :D Happy to hear you liked the style, put quite a bit of effort into the design (given my still very limited pixelart skills). Thank you for playing! Will checkout your game in the next days as well, I'm a sucker for roguelikes, so I'm quite curious what you managed to implement in just 48 hours.
Really cool little puzzle game. I really had to think about where to expend my keys. Also 10/10 head bonk mechanic, It really made me chuckle. Its a shame you didn't have time to explore the teleporters but its a jam so that tends to happen. Good Job!
Yeah. I'm quite used to 8h gamejams by now, so having 48h felt like a blessing and curse at the same time. :D So I decided to tackle an unfamiliar genre (I mostly did plattformers and arcade games so far) and also put quite some time and effort into art and sound design (even though that's not the main focus of this jam, I felt like I learned a lot in this regard). Which after all makes me quite happy with my project. However: I definitely will explore the teleporter mechanic in some more levels once the jam has ended. :)
Thank you for playing! Will check out your game in the next few days as well. The gamepage is a bit sparse, but the reviews seem promising.
This had some really fun puzzles! Good concept and nice atmosphere!
This is quite a clever little game, and I can see much thought has gone into the puzzles! I enjoyed my time playing, it had the right amount of difficulty for me... enough to make me pause to work out the steps, but not pull out my hair in frustration! I do love the word play on One Key! haha! Good job! :)
It's a nice concept, the difficulty ramps up good real fast and the setups are pretty clever ! However I feel like the color portal mechanic wasn't exploited enough, it's just... kind of there, but it has a lot of potential for puzzle solving ! You should expand on that ! Otherwise, great job !
Yup, you're completely right. The portal mechanic is underdeveloped. It's basically just the tutorial. However I still wanted to include that in the game, to tease further possibilities. Definitely will design more levels around that mechanic once the jam is over.!
Thank you for playing! Loved your game, so your kind words really matter to me. :)
Thanks! Sure, it's far from revolutionary. But given it's the first puzzle game I ever designed, I'm still quite happy with how it turned out and that many people seem to enjoy the level design. In e.g. jump-and-run-games I feel like I've a pretty firm grasp on which parts are difficult and which parts aren't. For puzzles it turned out to be a lot harder, as the challenge isn't about mechanical skills, but the solution in the first place. But if you designed that solution, of course that part becomes completely trivial. I can play through my levels pretty much blind, given how much time I spend iterating over tiny details and thinking it all through, over and over again.
Thank you for playing! Will give your game a go in the next days as well! Looks interesting.
Very nice puzzle design! I didn't think about teleporters for my game and it looks like a very interesting idea worth exploring. The animation that plays when you open a block is a bit weird though, and when you walk as the animation plays the monkey "teleports" to the new location (as if you didn't stop modifying the position of the player while the animation played if you know what I mean). Overall, good design, very original. Good job!
Thank you for playing! :) I found the teleporter idea really crucial, as it marks an option to me as the designer to prevent the player from snatching up as many keys as possible without much thinking about it. If you do this and walk into a teleporter, most of the keys will be gone, potentially rendering a more complex puzzle impossible. For level 6 this is hardly the case, but it's easy to imagine more complex puzzles that require you to go back and forth between two teleporters and carefully think about when you pick a key up as well.
Not quite sure however what you're referring to regarding the animation. Have you played the HTML5-verison? Might be due to that, the web export of the Godot Engine seems to have quite a bunch of unresolved issues... But I'm quite happy it worked at all! :D
You definitely ramped up the challenge after level 2! Overall a cool concept. I liked the implementation of the teleporters and how they destroy the wrong color keys. I could see the next few level (if you make them) really getting complex. I wonder what other puzzle mechanics you had in mind to add to the challenge?
Hahaha, yeah! I found it really hard to design an intermediate level bridging between the simple tutorial levels and the more complex later ones. So in the end I stopped trying and accepted that the transition between level 3 and 4 is a bit rough.
I am happy to hear that the teleporter concept (i.e. a teleporter of color X is destroying all keys that are not of color X) was clear, even without an explicit tutorial. Next I would probably have added a third mechanic, which is producing keys. Initially I also thought about enabling the player to take any spare keys into the next level. Given that the player cannot go back to the last level, that would allow for levels with multiple exits, where some of them are only reachable for players who payed special attention in a previous level. As this puts additional constraints to the puzzle design and made the level reset harder to implement, I eventually scrapped that.
I'll likely expand the game in the next few days or weeks, so stay tuned for more. :) And of course: Thank you for playing!
Actually a good bit of fun, quickly becomes quite the mind bender!
Happy to hear that the difficulty was manageable . :) I found it surprisingly hard to come up with good puzzles, given the limited space (every level fits on one screen) and that there are only four different types of keys (that turned out to be a real problem for many ideas). Which hopefully excuses the somewhat steep increase in complexity after the first three levels.
I agree that this type of puzzle can become overwhelming very quickly. Would have loved implementing a function to undo the last step instead of reloading the whole level, which would make the game a bit more forgiving, but had not enough time to tackle that.
Thanks for playing!
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