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Crystal Hunt's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3478 | 2.222 | 2.222 |
Originality | #3624 | 2.444 | 2.444 |
Overall | #3734 | 2.259 | 2.259 |
Presentation | #4019 | 2.111 | 2.111 |
Ranked from 36 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?
It involves connecting crystals of the same colour
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
Pretty calm game, and the music is soothing.
Having the path shorten when you walk on already marked tiles was a nice touch - it kinda provided undo functionality when I screwed up.
I agree with other commenters on the camera part, and the second level felt a bit long, I guess you could create more compact puzzles although that might require adding more mechanics (parhaps a tile that allows to cross paths of different colors). Also, I'm not sure but felt like one of the passages was too narrow for me to solve it.
Haven't seen similar games though, good job!
Nice concept and very chill. I lost orientation from time to time, it would be cool to have some floor tiles for orientation. Also a map with an overview over the whole area would be nice.
Cool puzzle concept that reminds me of Flow. I really love the music in this one -- for some reason it feels crystal-y. Haha. The game didn't really explore the mechanic deeply since there were only a couple of levels, but I can see how more complex puzzles could be achieved with this concept.
One suggestion regarding the gameplay: it would probably help if there is a way to view the entire map without having to walk, since part of the gameplay involves planning the path to connect each crystal.
I really like Flow; it was actually one of my inspirations! I wanted to make something like it but from a more action-like perspective. One of the ways that I wanted to be different from Flow was the extra effort needed to figure out paths when you can't see them all at once, and the limited screen size is part of that. Still, though, I'm getting the idea from these comments that people didn't enjoy that very much, so I think I went too far in that direction. (It's definitely helpful to hear from people who've never seen it from the top-down perspective like I have)
I can forsee myself becoming very frustrated with having to walk back and forth if this game had more complex levels. the core of the game is kinda slowed down by having to slowly walk everywhere.
That's a good point. I was thinking this game needs a dash button (especially since my original conception of it included combat, with the joined crystals doing one of both of spawning enemies and boosting the player). Potentially a run button instead/as well would be a good idea.
It's a fun concept, but it's a bit too hard to see where you are going, which leaves you guessing your routes
The camera was a bit too close for my taste and the game was lacking some feedback after you connect the crystals, but overall it's really cute and quite fun :)
Hey there, cute game! The last puzzle was good, and the controls are nice! It would be great if you good zoom out the camera a bit, I found it tough to plan my crystal paths ahead with the current zoom level. Congrats on submitting and thanks for the game!
Thanks! The small viewport is actually an intended feature - part of the challenge is supposed to be finding paths with only a small part of the level visible at any given time. In the future, I might add lighting effects so that it's clear that you're only supposed to see small areas (and that would also open the possibility for items that can increase visibility or areas that are always lit up).
Hey there, cute game! The last puzzle was good, and the controls are nice! It would be great if you good zoom out the camera a bit, I found it tough to plan my crystal paths ahead with the current zoom level. Congrats on submitting and thanks for the game!
What a nice game! The "puzzles" were a bit easy and columns didn't hide the player, but the overall execution was great. Good job!
Thanks! Yeah, I unfortunately ran out of time to make more levels. I might add more later if I decide to continue this game. As for the columns, it was around 3am when I noticed that and I really didn't feel like fixing it (they're on the same layer as the candles, so I would have had to make an extra tile map).