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1 Slot Wonder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #53 | 4.619 | 4.619 |
Overall | #125 | 4.222 | 4.222 |
Design | #215 | 4.000 | 4.000 |
Originality | #374 | 4.048 | 4.048 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The movement is fast and snappy, the controls are responsive and the goal is clear in every level. Most of the time you have to juggle items and its more about throwing stuff correctly than platforming or puzzle solving, not something im fond of to be honest and even though i didnt die i failed a lot of the times because the jump boots where key most of the time and loosing them means being stuck. I would try to re-do the level design in order to not rely so much on the boots and focus on puzzles or platforming.
Theme, you only have one item equipped at all times although throwing them over and over is the same as having them all but only more cumbersome, it stills fits the theme but in my opinion it hurts the game.
Originality, the one slot has been done quite a lot but the power ups are original and the level design is built around them.
I agree, def too many boots puzzles that lead to softlocks. Definitely an oversight of short development cycle, but I'm glad you can see the intention. Thanks for the feedback and for playing! Hope you had fun :)
Great job! The game is really fun, and you nailed the art/sound/atmosphere side of things too! Note that I DID play the patched version, though it seems like the unpatched version is the same thing just without the undos (which would have meant I likely wouldn't have finished it) Here are a few thoughts:
Overall, this is a great gamejam game and I really enjoyed it!
Wow, this is great feedback! Thanks so much for playing!! Looking forward to playing your game as well.
Fantastic game!
Thank you!! <3
Lovely graphics and concept! I included it in my GMTK Game Jam 2019 compilation video series, if you’d like to take a look. :)
Very nice design on the puzzles, i think having shorter levels would fit better in a game like this. Good job!
Interesting thought! I thought about this too and thought I'd just experiment this once. Thanks so much for playing!
Pretty good, GREAT puzzle design and really cool idea that fits the theme perfectly. It felt like checkpoints/restarts were a bit weirdly placed sometimes, but overall it's an awesome submission. Congrats!
For the purposes of this review I played the unpatched version submitted at the end of the jam. This means I didn't get to finish, which is a real shame because I really liked what I saw.
There's a lot of subtle level design work here and it shows. It's possible, but harder than you'd think, to unintentionally lose an item. Part of that is down to the level design itself; it's pretty clear when there's a hard gate coming up and when throwing your gear might be a bad idea. Part of that also comes down to the actual physics of the throwing mechanic itself. Thrown items bounce enough to sell the risk of a sketchy throw, but never so much that you ever feel like you lost an item to bad physics or chance.
I was also a big fan of those repulser fields. That introduction especially, where you introduced them as an item gate, then immediately turned around and showed them off as a puzzle mechanic?
That's some quality game design right there. That's the shit I'd expect to see in Portal. High marks.
Wow, thanks for this response. Your feedback means a lot. Thanks a ton for playing!
This game is amazing!
My (world) record is 3 minutes and 45 seconds.
Thanks! A true speedrunner right here.
The act of throwing the iems around is weirdly satisfying, I think it was a realy good call to give them all the super exaggerated physics. I also thought the puzzle was pretty spot on, although I would have liked more places where I had to decide which item to bring (maybe some kind of gate that only one item can go through, idk).
I think my biggest issue was getting stuck and having to restart. It was not obvious to me that R was restart, and so I wasted quite a few runs getting deep and then softlocking myself. This was especially bad since there were a few really tricky maneuvering bits that were just about satisfying the first time but really killed pacing the second time. I realize this would be a bit harder to program, but I would really recommend flashing a "Press R to Restart" prompt if the player gets stuck. If detecting if the player get stuck is too hard, one solution would be to have a quit button on the screen, and bring the prompt up when the player goes to quit the first time.
Apart from that my only gripe was that throwing 4 different items up the same hill got tedious after a while. I wanna stress, despite my irritation it was an enjoyable and fun experience.
Wow, thanks so much for all this feedback. I hear your concerns, I definitely agree that those undo and reset buttons should be more advertised. Thanks for playing!!
Pretty fun and satisfying game. Sometimes it's challanging, but hard enough to make me excited. Well done.
Amazing idea to manage your items through the maze!! Just a problem, sometimes I accidently forgot the jumping shoe and then I got softlocked and forced to restart over, other than that the game is fun!!
You can press Q to undo the actions quickly, as many times as you like. Thanks for playing!
Thanks for playing! I agree with everything you said. I wish I had more time to get around to fixing all those things in the 48 hours! Ah well. Appreciate the feedback!
So update: I gave it unlimited undos in the patch, and got rid of those bugs. Thanks again for your feedback!
Fun game! Item physics allows for some really unique puzzles, like using a barrier to launch an item forwards or swapping equipment mid-air. The quick undo is much appreciated; it saves a lot of time when you mess up a throw.
Thanks for playing!!
Very well executed! :) fun game
Great game fun overall and sticks with theme.
This was a very good game it runs very smooth and the art style is very cohesive :)
It good game but me big poopoo at platforming.
It's impressive that you got all this music/gameplay/art/level design done by yourself in 48 hours.
I got quite a bit of small things I would like to say about this game but don't take that as me not liking it, just things I would've preferred if you had weeks to work on this.
The "deflector" barriers that make you drop items blend into the background too much .If they were just darker and more opaque that would be better.
I really liked the puzzle where you were in the water with the hammer and spring boots and you had to jump up with the hammer, throw it up, pick up the boots, jump up with the boots, throw the boots, then pick up the hammer in mid-air and break the wall. I wish there were more puzzles like that. I also like that you can mess up an attempt and then be ready to immediately try again. (Though I'm not sure that this is the intended solution since you can also break the wall while jumping down into the water with the hammer).
There was an overabundance of moments where you had to run back and forth to throw all your item over a ledge or something then jump over with the spring boots.
There were too many moments where if you make a mistake in a puzzle you are soft-locked and have reset and go to the last checkpoint.
Game is really stable for something of this size made in this time, ran into only a few bugs where I clipped on the terrain a bit or a slingshot spazzed out stuck inside a deflector.
Overall a fun puzzle-platformer with a good amount of content.
Thank you so much for you feedback man, it means a lot. Glad you enjoyed it. Getting a stable game with decent content was 100% my main goal this jam, so I'm ecstatic you noticed. I agree with you on all your points. The only reason they're even there is because I didn't have enough time to dig into them. I kind of despise softlocking, so this game was really hard for me to make then realized there was so much softlocking involved (that's why I implemented the undo button and the checkpoints). Thanks again for playing!
It's impressive that you got all this music/gameplay/art/level design done by yourself in 48 hours.
I got quite a bit of small things I would like to say about this game but don't take that as me not liking it, just things I would've preferred if you had weeks to work on this.
The "deflector" barriers that make you drop items blend into the background too much .If they were just darker and more opaque that would be better.
I really liked the puzzle where you were in the water with the hammer and spring boots and you had to jump up with the hammer, throw it up, pick up the boots, jump up with the boots, throw the boots, then pick up the hammer in mid-air and break the wall. I wish there were more puzzles like that. I also like that you can mess up an attempt and then be ready to immediately try again. (Though I'm not sure that this is the intended solution since you can also break the wall while jumping down into the water with the hammer).
There was an overabundance of moments where you had to run back and forth to throw all your item over a ledge or something then jump over with the spring boots.
There were too many moments where if you make a mistake in a puzzle you are soft-locked and have reset and go to the last checkpoint.
Game is really stable for something of this size made in this time, ran into only a few bugs where I clipped on the terrain a bit or a slingshot spazzed out stuck inside a deflector.
Overall a fun puzzle-platformer with a good amount of content.
Only One Item Slot
1 Slot Wonder is a puzzle-based platformer with a handful of different useful items, but only one item slot. Throw the items around and use them to solve a host of puzzles in one continuous environment.
An unsuspecting traveler found themselves upon a foggy beach. As they were swimming, a shark managed to make away with one of their arms. This is the quest to retrieve that arm.
Use the hammer to destroy brick walls, the sling to shoot down target blocks, the sword to defeat enemies, and the jump boots to access high up areas!
Controls
A & D - move left and right
W or Space - jump
Left Click - use item
Right Click - throw item
Q - undo (go back to the last time you threw an item)
R - go back to last checkpoint
Screenshots
Game, sound, music, and art by Jaden Goter.