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A jam submission

The Gripping Tales of Charlie ChainberlainView game page

A chainpulling puzzler to join two objects together. Use your powers to reunite with your loved one!
Submitted by Andy Lang, Maximilian Cao (@maxi_m00), Stephen Limcangco — 1 hour, 15 minutes before the deadline
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The Gripping Tales of Charlie Chainberlain's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#4343.7503.750
Presentation#4973.9173.917
Originality#5573.7923.792
Fun#5843.5423.542

Ranked from 24 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 uses chains to join objects around the level to solve puzzles. You are also on a quest to reunite with your precious love.

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

Submitted(+1)

Nice concept! Well done!

Submitted(+3)

Really love the visuals for this one. The pulling mechanic can be a bit tricky but it's very satisfying to time it just right to hit the eyeball foes. Well done.

Submitted(+3)

Excellent take on this game jams theme! Loved the cutscenes! This game with a bit more polish has real potential!

Submitted(+2)

Really neat idea! I would love to see this continued with more advanced physics and mayhem in the scenes. I think it could benefit a lot from small objects in the scene getting shattered when the various objects go smashing around. Just for that additional visual stimuli.

I really enjoyed this game though, good job!

Developer(+1)

Thanks for these helpful suggestions. Hopefully we can develop this game even further in the future!

Submitted(+2)

This is awesome! 48 hours may not be enough to finish a jam, but this feels really full for a 48 hour game! The mechanics work beautifully, I love the shader effects on the magic chain ball, and it has a really cohesive aesthetic and difficulty curve (though I did wish there was more!)

The only constructive feedback I can give is that the boxes felt a little sticky. It made it tedious to get them through narrow hallways because they kept moving a little and getting stuck. Also I guess that the eyes could walk through the boxes, but I don't really see a good way around that, especially in such a short jam!

Unbelievable job, way to go!

Developer

Your feedback and compliments are greatly appreciated!

Submitted(+2)

Cool idea. There's some polish to be done on the physics, but it was fun.

Submitted(+2)

Cute little game, nice graphical effects and it felt good when the chain would snap together. Nice atmosphere. Sometimes the box would get a little stuck on walls though. 

Developer

Really glad you enjoyed it!

(+2)

Good concept, but the box not being able to slide off of walls at all makes it tedious for most of the play time.

Developer

Thanks! Duly noted

(+2)

Phenomenal game!! For 48 hours this looks and feels phenomenal. The music is superb and the cutscenes are a very nice addition! (Although I wish there was a way to skip them, maybe in the future?) But yeah, looks and feels like it was a big project in the making. Of course this is a review and I can't be too positive, even though this has been the best game I've reviewed thus far. The eyeballs shoot way to fast in my opinion. Sure that could be just "me being a bad gamer" but on the second level I found myself dying more then out of every level afterwards combined, something about having to worry about orienting yourself in a position where the box gets out of the cubby hole it was in so that it doesn't get stuck on the wall, and now I have to dodge rapid-fire eye bullets? Having something else to focus on is great for engagement but I was putting more effort into dodging the bullet-hellfire than actually trying to solve the puzzle so maybe it could be slowed down a bit when they're first introduced LOL

Another nitpick, the box collision is not super consistent? Like when the boxes are flush and you pull it to the wall without it hitting anything, it feels REALLY GOOD! But when its's slightly on an angle, it feels like there's maximum friction because it just wouldn't go anywhere. I also had a tiny issue with boxes clipping into each other, but that's an issue to be solved after the 48 hours. For the limited timeframe, I'm absolutely stunned by the overall quality/polish. Just a couple of issues with box collisions and a probably-too-high difficulty on the second level and this could very well be on par with Laser Guy (Harold) that won last year!

Developer

Thanks for taking the time to write this feedback! all great notes for fixes :)