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Teocalli's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #321 | 4.079 | 4.079 |
Overall | #1065 | 3.412 | 3.412 |
Fun | #1271 | 3.184 | 3.184 |
Originality | #2442 | 2.974 | 2.974 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Main mechanic of puzzles in the game is to join various parts of levels together by raising bridges. Also some elements of the puzzles work together.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
I really like the vibe of this game! And I think the feedback you're getting that the puzzles are too easy just mean that people finished and wanted more, which is a good sign to me, good job!
Thank you, I didn't think about it this way
Well, the graphics is amazing, obviously.
The interaction was a bit wonky though, I needed to look exactly in the right direction to activate pillars. Probably having pedestals activate when the character is in certain radius, as you've mentioned in other comments, would be more convenient.
The puzzles were a bit similar, these one-way loops where you needed to acquire a crystal were slightly overused. These had some variation to it though, so it wasn't annoying. The last puzzle (4 pillars thing) felt a bit fiddly as the only solution I could see was brute force. If there's some logic to it, it would be nice to have a hint of some sort.
Considering that's done in 48 hours, nice job!
There is consistent logic. Interacting with first triggers bridge 1,2,4 second one 3,4 and so on, so it is always the same outcome when pressing them. (I might not remember exact combinations but the rule is like that)
Thanks for playing and for the comment
Took me a moment to figure out the mechanics in the second map -- sat next to a column with no gem, pressing E, until it clicked that I was taking/replacing gems, not just "activating" columns. After that, it was off to the races. Good puzzle design, nice graphics, and chill music.
Very beautiful graphics, the game itself is already ready for publication on other sites.
Thank you very much! I don't plan to put it on any other sites, but I'm glad you say so :D
After I saw the preview, my jaw almost fell off. Great job!
Thank you, I hope your jaw is ok though
Nice interpretation of the theme! Beautiful art even though it was pre-existing. I really enjoyed the vibe of everything!
Thank you
Really nice game. Though i found controls to be a bit uncomfortable. One thing that might improve this game is "Lara Croft GO" like movement. Since everything you do is usually one tile and you don't need that precision, why not make player movement limited to tiles instead of free movement.
Hey thanks!
It's funny that you mention the Lara Croft GO movement style because last year I did just that for my previous puzzle entry (that was actually kinda inspired by Lara Croft GO!) and the most complained about aspect of the game was that it was moving on 1 tile basis :D.
Next year I'm going for movement mode selection :P
Looks fantastic! There were a bunch of repeating puzzle widgets, but it didn't get old and was very pleasant to play. I wish the controls were mapped directly to up/down/left/right instead of at an angle, then I could use combinations of keys to move on diagonals. Having it be at an angle felt unintuitive. Very cool!
Thank you.
Next year I'll probably create few movement modes to chose from, as it is the second year where movement seems to be the biggest issue :p
Amazing, amazing art! I like the theming around the game and it looks absolutely stunning.
The concept is also interesting and allowed for some neatly designed puzzles. The movement is a little clunky, however, but that could be easily fixed later on. Maybe some tweaks on the interactions would be helpful as right now it feels difficult to orient the dog to pick up the crystals.
Thank you!
I went with line trace interaction and pedestals have collision boxes around them. I tweaked it to be as easy to hit as possible without breaking other stuff, but now I know that maybe I could "hack" it to just trigger if E is pressed in a certain radius.
The game was gorgeous, with a great use of music and art, and I had a blast solving the puzzles. I don't think they were too repetitive, it was a couple different variations and figuring out how to backtrack and keep some crystals was a solid challenge at first. I'd love to see more of the puzzles and the game, because it was so peaceful and serene. My only issue was it was a little finicky to pick the crystals up, and took a bit of repositioning to ensure you were in the right space to do so. Overall, though, I had a blast with this game! Definitely a highlight. Good job!
Thank you very much!
You don't even know how much it means to me right now. Thanks!
Great looking prototype! The puzzles are fine, but feel repetitive quite quickly. Still a good idea here though. The directional controls are a bit awkward though.
Levels 1-3 are actually tutorial levels, but it's not explicitly stated, I made some mistakes in how the difficulty curve works in the game.
Thank you for the comment, I'm glad you enjoyed it anyway.
When you say "Beautiful puzzle game" you really weren't kidding. This game is gorgeous. I think it could do with more of a variety of puzzles, as it currently feels like the same puzzle but MORE with each level. But the polish on this is great.
Thank you for kind words.
I get it that there is an issue with how the puzzles are made/structured I admit my mistake, but still "same puzzle but MORE" was kinda the idea. The game was meant to be easy so everyone will be able to finish it. I wonder If I would put an explicit "TUTORIAL" text over levels 1-3 would the game be recieved better. Actually The first level made for the game was the level 4, and from that point I made 3 levels that serve as introduction to it, then there is level 5 which puts a little twist on it, it is bigger and has more decissions, then there comes last level 6, that is very different from the others. The scope was a little to big, because the idea from level 6 was supposed to be introduced over the course of more levels and join together witch previous mechanics, but I didn't do it on time, which isn't a justification, but I want to explain myself a little.
I'll be glad to see what you think about it, especially about the hypothetical "Tutorial" label over levels 1-3.
Cheers!
Thanks for the explanation. It's really interesting to learn the thought process behind games. As someone who also made a puzzle game, I understand that getting the balance between tough and easy is difficult, and usually requires longer than 48 hours to do.
If this was my choice, I think you could afford to lose a couple of the puzzles. I think that your knowledge for level 2 is enough to take you across level 4. Potentially use level 3 to introduce a new mechanic, so you've got a little bit of what you know, and now something new. I think you can trust the play to understand early enough.
Having said that, making the game slightly easier for a game jam is a good shout, as it allows everyone to play through it. And the experience itself -- the graphics, the music, the atmosphere -- was really great.
I appriciate your feedback and that you took time to also respond to me!
I'll try to strike better balance next time, as it is really important to me. Lesson learnt for sure. Last year my game was too hard for some people, especially one of the middle levels, this year it's the opposite, I hope that third time's a charm and 2022 entry will have perfect balance :D
I'm really glad that you enjoyed the game anyway!
This game is beautiful, but the puzzles are too easy. You will always have a clear idea what to do next.
Beautiful but I agree with LRFlew. It got boring after seeing the same clumps of puzzles over and over making it repetetive instead of shaking it up in different ways. Great concept though.
This was a nice, pretty puzzle game. I feel like the mechanic of controlling the bridges was underutilized, as it felt like the levels were constructed with the same 2 puzzles repeated (getting an extra by jumping down stars to get back or getting an extra by taking a different bridge back). I'd like to see more puzzles of this, since it feels like the idea could be further expanded on.
It looks really nice but the inverted WASD thing along with the diagonal barriers made it really hard to control
Was the last level actually a puzzle? Because I think I accidentally solved it while trying to make the last bridge.
That sort of highlight the problem in the puzzle aspect, the possible thing to do is too low, and the answer is too straight forward. You can solve it in your head pretty fast, the moving the gems around is probably the slower part of the game. Speaking of which, the isometric view with the WASD not pointing at the direction on screen takes a lot of effort to get used to, which is odd because since you can walk side way anyway, why not just implement the direction as what they are on the keyboard, would seems more intuitive to me. Thanks for the game.
It is, each button affects multiple parts of the bridge.
Thank you to everyone leaving comments I really appriciate them, I'll try to get back with my own comments but because of my regular job I don't have much time. I'll try to comment back before the jam ends. Cheers!
Okay when I said You should go with the visuals I really wasn't expecting this, wow. I already discussed this game before with someone that it's really isn't that impossible (You just need to know what to do, so its a skill possible to learn) but I am taking it back man, You've put so much work to details, the placement of trees, some ruins below that it is jaw dropping. Some minor issues are just negligible. And there are even changes in music!
Yeah, the concept is simple, but each level looks completely different that to me it was also not entirely an issue.
As others said the connection to the theme is not really that great, You could( as many did) just put many wolves on the map and release them along the way. You could even make it that You have to control wolves in separate zones with a goal to get them together. Further expanding could be giving each wolf different ability.
Technical: for some reason the game started on windows with steamVR dispite my VR set being disconnected, no idea why. Also the first time the controls were reversed (left was right, up was down). Restart fixed this.
As controls with arrows dont really work in this camera view, You could just use mouse;) Also there are many keys on keyboard, You could use numeric pad, or better suited set of keys (but people would probably complain about this also)
All in all great game I can't believe it was done in 48h;)
Hey,
Thank you very much :)
I'll keep it short and adress only the issues, because about other things we can just talk on discord.
VR is starting for no reason with UE games if you have VR drivers installed EVEN THOUGH I unchecked "VR" in engine, the issue is known and well, nothing much I can do about it I guess then hope it won't occur. The inverted controls might have occured because of this too.
As for the controls I didn't have time to include button mapping or different set of controls so I sticked with 2 most popular ones which are WSAD on keyboard and Analog stick for Gamepad. But now that you said it I think mouse control could've been better.
Yeah, the VR wasn't an issue, just wanted to point it out. This is UE right?
UE 4.26 to be exact