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The Seven Bridges of Hashiwokakero's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #196 | 3.892 | 3.892 |
Overall | #308 | 3.847 | 3.847 |
Originality | #532 | 3.811 | 3.811 |
Presentation | #602 | 3.838 | 3.838 |
Ranked from 37 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?
the player joins islands together by building bridges
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
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
Very chill, good puzzles.
Nice puzzles! I really got into it until the level with the mountains, I just couldn't figure it out :(
Game crashed on the second level and from now on tells me that my browser doesn't support WebGL
That shouldn’t happen. It sounds like it’s probably an issue with your web browser, there is a downloadable version you can get towards the bottom of the game’s page. Could you try that version, and let me know if it works?
Thanks, that worked. DIdn't know you can download here.
As for the game - it's beautiful. Simple puzzle concept, yet so many possibilities. And execution is pretty good
Fantastic little puzzle game that has a pleasant ramp in complexity.
Thanks for checking out my game! I am glad I was able to get a few layers of rules in that could unfold over time.
A very original puzzle game. I like how the camera moved on each level presenting a different perspective each level. The pace at which the game progresses is perfect.
My only criticism would be that my approach ended up being just spam bridges randomly and then tweak to adjust to solve any conflicts. You can burn through levels pretty quickly like that.
Not sure how you could combat this without annoying the player e.g. there's no visual on whether you've completed the level or not without pressing a "check" button. I don't know, but I just felt like it's too easy to cheat.
Overall, it's impressive how much content you've added to this game and how many rules there are to follow. I enjoyed playing and can definitely see this on steam if a bit more polish was added (more detail to the world, animations, etc).
Thanks for checking out my game! I realized that the puzzles were going to be "spammy" about half way through making them (I'm still learning to make quality puzzles quickly, the ones in the game were mostly just my uninspired mashing of things together). The idea I had to fix it was to use a procedural level generator (at least for a base level that I could then dress up) that creates levels with only one solution (the difficulty could be estimated by how many possible bridges are not placed). In the end I opted for the safer mashing levels together since I wasn't sure I could make the level generator in time.
Honestly it’s not that the puzzles weren’t high quality (they were!). At the beginning I was thoroughly enjoying the concept.
It was just the more I played, the more I noticed how easy it was to cheat mindlessly. Maybe it’s a good thing, it allows players who don’t want to cheat to have the full experience and the people that do to rush through.
I’m glad you went with manual level design over a procedural generator. The pacing of the levels is perfect as it is, but if you’d used a generator it could have been a different experience for everyone, and in such a short development window for a jam, it’s quite possible that some of those experiences wouldn’t have been good.
Very enjoyable, relaxing puzzle. I like the rotating camera, it's nice presentation and the challenges. The first game I see which I want to play again once it is finished. With a smart level generator and more landscape types (= restrictions) this can easily be extended to a full game. Good job!
Thanks for checking out my game! I could probably fit in a few more tile types, but after that I think it would start to be too much cognitive load (unless some older mechanics are phased out). A procedural level generator would be neat though....
You are right, you can probably entertain the gamer with the existing mechanics for quite a while. I'd love to be able to do procedural level generation, maybe it isn't that hard after all - just some decent amount of research.
I really enjoyed playing it! I think you should consider making release game out of it, with more levels, better graphics, and stuff like camera rotating, which will probably help. Thanks for the game!
Thanks for playing! I'm glad you liked it. There are a few novel puzzle ideas I could squeeze out of what I have so far, the only main puzzle rule that I cut (for time) was a "portal tile" that would allow two isolated groups of islands to connect even when not adjacent. The camera being locked was a conscious decision (I don't know if it was a good one), and I certainly could have used more time to position each levels camera more optimally.
Always love a well made puzzle game. I really like the clean 3D style and smooth camera transitions.
Thanks for playing! I was happy with the camera movement between puzzles (each one can get a unique prospective), I also added some dolly zoom to make some puzzles more 3D and some more isometric looking, but I don't think it's noticeable.
This is relaxing and I like that. The puzzle elements keep each puzzle challenging or at least unique, and the only issues I found were performance based. It's fun!
Thanks for playing! I tried to use novel mechanics (added every few levels) to augment by poor puzzle designing skills (this was good practice for me, the last puzzle is the one I am most happy with). Unity's WebGL seems to have gotten a lot slower over the last year or two (for my games at least), there is a downloadable version that should run smooth on most computers.
I love puzzle games, I'm so glad the first game I get to play is a puzzle style game and a well made one at that too! Would be an awesome addition if there is a way to read the rules (that have already been reviewed) at any given time. Once again well done.
Thanks for playing! It didn't occur to me that people that did not come up with rules and then make puzzles based around them would be less familiar with them than me ^_^ whoops. I added a list of rules to the games page if any future players want a reference, thanks for the idea!