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A jam submission

Tiles on trackView game page

Submitted by FinniganMza, Fede_TR (@TR_tr00per), Boby Studios — 2 hours, 55 minutes before the deadline
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Tiles on track's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#22342.9593.417
Overall#30712.8873.333
Creativity#31333.0313.500
Presentation#36052.6703.083

Ranked from 12 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?
Instead of controlling the hero on a dungeon, you create the dungeon at the same time that the heroe explores it.

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

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Comments

Submitted(+2)

Interesting concept. Salute to your dedication!

Developer(+1)

Thanks! We like how it ended up

Submitted(+1)

I wanted it to be possible to move the camera to assemble more scenes without having to follow the crystal and maybe speed up the process

Developer(+1)

Great idea. I tried to make the camera give you more space towards the direction the heroe (crystal placeholder) is moving, but there were definitely times when I would have liked to put more tiles beyond the camera. If there were a mechanic that rewards you for putting many tiles ahead (which is probably a good idea), the moving camera would be a must

Submitted(+1)

I would like more visual/sound feedback and rewards for advancing faster lol

(+2)

So good, really nice job!❤

Developer(+1)

Thanks! We really enjoyed making it.

Submitted(+2)

That was so good! I really enjoyed it. The idea is simple but unique, and the emergent gameplay is surprisingly deep. You have to think quickly and sometimes make difficult choices. I would love to see you do more with this.

Submitted(+1)

I think you should make it so it's game over if the hero reaches the end of the track, to force the player to think on their feet.

Developer (1 edit)

Hi, thanks for the feedback! Yes, the original idea was to punish the user dealing him damage if he stayed at the end of the track without adding more tiles. The thing is that you don't always have an available tile that could be put (sometimes because of the path restrictions, sometimes because it would kill you), so it would have made the game impossible for the player to finish it in its current state. But it's definitely a mechanic that should be added if we continue it.

Submitted(+1)

I like the game. Just so you know I streamed it on Twitch. I think you could expand on this idea a bit more and I would encourage you to experiment because it has a lot of potential.

Developer

Hi, thanks a bunch for streaming it! I saw that you almost reached the unique final boss tile which comes at level 7, you were almost there. But yeah, I get that it becomes a bit monotonous quickly.

Submitted(+1)

This game is well put together! Building your own dungeon is an idea that a lot of games tried to use, but I like the fact that this is somewhat restrictive, making it a responsibility you’ve got to keep on top of rather than it being what gives you power.

Developer

Hi, thanks a lot! We tried to make a balance between good tiles, neutral and bad tiles, but in the end the idea is that all tiles end up being positive somehow since you level up from fights. And the restrictions in the direction of the tiles, helped also creating expectation and forward planning.

Submitted(+1)

Lowkey pretty fun, I like the tile track cuz it makes the game feel a lot faster and more energetic than some of the other dungeon makers I've seen so far. There's definitely room for growth, but awesome job here!

Developer

Thanks! Although we put a lot of hours into it, I really think we could have improved a lot of things in terms of the gameplay (we don't count the art as the assets were pretty much placeholders).

Submitted(+1)

Very cool game! I had fun :)

Just that after a certain time, i felt a lack of pressure to place tiles.

Personally i would like more if the hero take damage when you take too long to place a tile.

Developer(+1)

Absolutely! I planned the game with that thought in mind. But to make it work, it would have needed a much brighter tile providing algorithm for the conveyor belt. The conveyor belt has some logic behind it so it's not absolutely random, but not enough. So sometimes you just have to wait to get a usable tile. I'll definitely make that improvement if we iterate the game.

Submitted(+2)

This is actually really cool! I love the implementation of the theme here!

Would be a really cool game if expanded a bit, and with 'bad luck mitigation' so you can't end up losing due to not getting useful pieces. 

I'd appreciate it if you check out my game too if you have a minute!

Developer

going to look for it!

Submitted(+2)

Intresting idea, but there is a luck of gameplay. Would like to see more possibilities except heal and kill the hero (may be hero upgade?) Anyway, thanks, it was fun!

Developer(+2)

Hi, thanks for the review! We definitely could have added more variaty of tiles, like traps, power ups, or permanent upgrades. But just had the enough time to implement enemies and potions (beside the different kind of paths). We love to see that you still enjoyed it

Submitted(+2)

It was a fun game to play for a minute or 2 but it is hard to know what to do at the start. A tutorial would be nice. It is also hard to know what the objective of the game is. Do you want to kill the player or do you want to help him. This game could be easily expanded by creating new rooms new enemies and add some new power-ups. I could see this game become big someday!

Developer (1 edit)

Hello! Thanks for the review. We would have really liked to add a tutorial at the beginning, and we had also planned other type of tiles like traps and more variaty of enemies with more feedback about what to expect. Also, adding power-ups (like other kind of potions, for example having a faster attack momentarily) it's a great idea, since you can save some tiles to use at the most convenient moment.

Submitted(+2)

I love it! It's fun to plan what to place ahead and reserve tiles that you might need later, some strategies involved basically. I think the difficulty can be upped a bit, like maybe if the player reaches the end of the dungeon and you didn't place a tile, you lose or something.

Developer(+1)

Hi, thanks for the review. You know that it was in the original idea to make something to hurry up the user and not letting him wait until having the conveyor belt full, like hurting the heroe if he stays too long in the same room. But we didn't have time to implement it. We also adjusted the tile selector algorithm in favor of giving more potions, to make sure the game could be completed (we tended to die at the Minotaur a lot before that, the 3rd kind of enemy), but we could definitely continue improving that algorithm.

Submitted(+2)

This game was really fun! I had a good time planning how to use the dungeon tiles given to me, and reminding myself to save some of those corner pieces for when i really needed them. A quick tutorial could be useful, as my first attempt did not go very well, haha. 

great job on this!

Developer (2 edits) (+2)

Hi, thanks for the review! I love to see that the mechanic of saving tiles, waiting for the best moment to use them, worked as intended. We should definitely add a tutorial, and also a menu screen. And art, since the placeholders ended up being the final assets D: