Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Wired WondersView game page

A platformer, where you aren't the player
Submitted by JoeyTheHorrible, xmzw — 1 hour, 1 minute before the deadline
Add to collection

Play game

Wired Wonders's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#2434.3434.343
Overall#4803.8763.876
Enjoyment#4873.7433.743
Creativity#16003.5433.543

Ranked from 105 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 and level roles are reversed

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?

Yes

We created the vast majority of the music during the game jam

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 69 to 61 of 69 · Next page · Last page
Submitted(+2)

Nice game ! The mechanics are similar to mine :)

Submitted(+2)

Seen a couple of games like this in the jam, this is the best executed. Only thing I thought might be annoying in a longer game is that in later levels I couldn't move one misplaced block and retry, I had to reset and build my whole layout from scratch. Other than that I had fun.

Submitted(+3)

Loved the grid system for clarity and pixel art was simple and clean! 
Great work!

Submitted(+3)

Clever game. The levels are really challenging. I like it!

Submitted(+3)

The art, music and sound effects are so nice and cohesive. They are the main motivation for me to keep solving the hard puzzles.

The difficulty of the game, in my opinion, owns to the implementation of jump mechanics:

1. If I didn't observe it wrongly, the jump mechanics seem to be always triggered after a fixed interval? This actually makes it harder for player like me to predict where the avatar will jump in the level, because any intervention (like a block which stop the avatar for little time) would change the position of next jump. This makes it almost impossible to solve avatar movement intuitively, but only after hitting "Go" button. I would suggest that the jump mechanics could be set to "triggered", e.g., triggered at the edge of a platform.

2. The jump will be blocked if the avatar is close to the wall (instead of jumping straight up). This also makes the levels harder, and makes me feel a bit discouraged after failing too much times on this.

Besides this, the level design is very progressive and is itself a great source of tutorial. I would love to follow the game's future updates! 

Developer

Thanks for the feedback! It would be interesting to see the differences in gameplay.

Submitted(+2)

Nice idea! I think the jumps are annoyingly unpredictable. Also it should be easier to restart the level, without having to click the pause button.

Submitted(+3)

Played on stream! See the video for timestamp.

Developer

Thanks so much for playing!

Submitted(+3)

nice art style, nice levels, nice game

(+3)

Very impressive game, smart progressive level design, very intuitive.  Could be the basis for a great game.  Awesome work!

Viewing comments 69 to 61 of 69 · Next page · Last page