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A jam submission

Basic Scaling PuzzlesView game page

What if Quake level mapping was a puzzle game?
Submitted by redencya, vera lux (@LUXSYS), deertears (@goodnightbirdy), Rabbit — 1 hour, 17 minutes before the deadline
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Basic Scaling Puzzles's itch.io page

Results

CriteriaRankScore*Raw Score
Style#6324.0704.070
Creativity#6943.9073.907
Overall#7213.7673.767
Enjoyment#15423.3263.326

Ranked from 86 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?
You extrude brush geometry, effectively scalable Sokoban boxes inspired by oldschool level mapping

Development Time

96 hours

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Comments

Viewing comments 40 to 21 of 55 · Next page · Previous page · First page · Last page
Submitted

With a tagline like "What if Quake level mapping was a puzzle game?", there was no way this game could be bad.

Amazing concept, and with an extremely polished execution; everything from the textures, to the UI, to the movement, to the fact that the game's acronym is "BSP"... it all works to really drive the concept forward.

If I had to criticise something, I felt the controls for expanding and contracting blocks (brushes?) were a bit finnicky. I would've preferred those to be tied to a key, rather than physically moving back and forth, since it often didn't register.

Nevertheless, I love this game, and I would buy a full release in an instant. Great job!

Submitted

Awesome puzzles, love the mechanic! Feels QUBE-y with more attention to interactions in 3D space

Submitted

This game is something else, I love the atmosphere and the style, 5/5 on that, it has that old style heXen kinda vibe which I love. The puzzles are pretty interesting, I solved a couple, and they really make you think about how to scale a platform so to move it around. I don't know if I was doing something wrong, but the extruding sometimes was difficult to apply for me, but it wasn't really a problem. Love this game, very cool submission.

Submitted

Really great! although i will admit i have a skill issue considering the first parkour jump took me ten whole minutes. when i jump before running, it doesnt move much, (as in, if i jump and then move in the air, it doesnt get me much momentum which is kinda frustrating when i need to do jumps.)

but on the puzzle side, i think you nailed it!

Submitted

This is such a good puzzle game once it clicks. Absolutely great mechanics with tons of potential, and decent puzzles. The one critique I have is how the player is not slowely eased into the mechanics, and the lack of order to the puzzles doesn't help. Like, I initially stumbled on the "Basement Dweller" puzzle, which is way harder. I restarted and played the other levels in order to truly get into it.

Submitted

This is awesome. I love the art style of games like Quake, and this not only scratches that itch, but the movement also feels kind of similar. It's crazy to me how you guys made this in only 4 days. The puzzles are also really well designed.

The only criticism I have is that it was kind of lagging here and there, but well, this is a game jam game after all, so I think that's negligible.

Good job, guys!

Making a 3d game in such less time and with great art style and mechanics is just amazing, 

By the way I am a 2d guy

Be sure to check mine :)

Submitted

Love the graphics, and the sounds the block make is a chef's kiss. The controls were very intuitive and the puzzles....puzzling. One criticism is that a lot of progress feels "hacky" and you keep questioning yourself whether this is the intended way or not... but I would definitely recommend this game regardless.

Submitted

WOAH! This game is  so awesome. I really liked the design and sounds. The puzzles were also really cool! Too bad I'm an idiot and couldn't figure it out heh

Submitted(+1)

Really loved how this one felt in terms of presentation since I have a soft spot for games of that era. I don't know if I just didn't grasp the controls correctly but I accidentally soft-locked myself and restarted the level multiple times before eventually giving up. 

Just went back and checked and the level was called Burning Bridges, I kept accidentally making the platform higher instead of lowering it like I wanted and having no way to make it smaller again at least from what I tried.

I however really enjoyed my time outside of that moment, great vibes and music.

Submitted

Excellent aesthetics, excellent mechanics!

Submitted(+2)

I shall now proceed to share a comment that exclusively talks about style and sound design and not mention the puzzles at all :)

Jokes aside, the puzzles were a lot of fun! I think I would've preferred to see more simple interactions with the brush mechanic like just running towards walls and pushing them away from you to progress down previously blocked hallways so that you aren't always having to find the "correct" way to move things and can instead just push the world around. I liked the opposite a lot less, I think Caged Construction was my least favorite, since it felt fairly straight forward and just a bit tedious to run back and forth pushing and pulling to get things where you want them.

I accidentally softlocked myself on basement dweller twice, which was unfortunate and was the only puzzle I didn't solve since I didn't want to redo it again, but being able to raise a block by looking at it and jumping, and then not being able to jump and lower it from the same height was a pain point for those reasons. I felt like I should be able to re-lower something I had been able to raise, but couldn't get the extra block of height necessary to do it.

Sense of Direction was my favorite as it felt clean and contained and like everything worked exactly how I wanted it to. Burning Bridges was a close second for similar reasons <3

Submitted(+3)

I struggled a bit with the controls but was amazed with the concept you put together and how it all works. Absolutely amazing! Great work!

Submitted(+2)

I got into making Quake maps last year, and this is a fantastic "in-world" version of that idea! Really feels like I'm pushing brushed around in Trenchbroom, I love it!! Great textures, and really smart puzzles. Feels great to move around and jump, too. 5/5!

Submitted (1 edit)

Awesome game! Enjoyed puzzles. I think this is my favorite rn, fits the concept perfectly and pretty interesting gameplay.

But I have feedback:
1. Controls are a bit confusing. I think it would be better if you would select a side and then move it with Keyboard buttons, cause I spent like 2 minutes on trying to scale one block up xD
2. Visual indication sometimes doesn't show your ability to scale the block
3. Path to portals, there was path with flying rocks where I fell 2 times, cause I wasn't able to jump on the rock xD Maybe a little more forgiving collision would be nice.
4. Restart level button in the menu. Cause I managed to softlock myself (Image is more than 3mb, will send to discord).

Good luck in your next projects!

Developer

Thanks for playing! And thanks for your feedback! Good to know about the jumping being a bit difficult. I felt that my jump got eaten once or twice while designing levels. A coyote jump will be coming in the post-jam version.

Submitted(+2)

Hey Rose, I played your game, and gave it a good shot. I went through a couple of the portals and tried to do a few of the puzzles, but for whatever reason, it just didn't click for me. I understand that other people might immediately get it, but I wish the puzzles were presented in a way by difficulty where it teaches the player, step-by-step, how the game works. This feels like it was made specifically for people who enjoy games of the genre, but I'm not sure how applicable it is for people like me who aren't necessarily familiar with the genre. I think of a game like Portal, where each level slowly builds on top of the previous one, so by the end, even people who have never played a puzzle game before can solve pretty mind-bending test chambers. Otherwise, as a puzzle designer myself, I can see that you have the building blocks of a potentially awesome puzzle game. You can tell your wife that a random guy on the internet says that the 96 hours was not wasted at all. You did a great job. I hope you take my feedback in the way I intended it. 

Developer(+1)

Hi Amit!

Thank you very much for the kind words. I really appreciate the time you've spent not only playing our game, but also to provide some very insightful and actionable feedback. I totally understand what you're saying about the introduction of the mechanics and level selection - especially the comparison to Portal's structure and difficulty evolution. Beyond the control adjustments some other folks have mentioned (in comments, but also internally!) this definitely is another thing I'd love to tackle in the future.


Submitted(+1)

Awesome, teaching layered mechanics is one of my favorite things to do as a designer. To go back to the Portal example, you will notice that the game doesn't really have a tutorial. The game itself just slowly teaches you the mechanics through clever level design without ever explicitly telling you that it's teaching you. I'd replay the first couple levels and really study the way it is structured. Best of luck on the jam, and I look forward to seeing your future games! 

Submitted

The game looks great visually and the mechanic is quite unique. I'm not really good at first-person games so I wasn't able to go very far but I can tell a lot of work went into this. Well done!

Submitted

Good to see a non-generic mechanic in this jam!

Submitted

Interesting game and amazing level design

Submitted

Beautiful game with an interesting mechanic

Viewing comments 40 to 21 of 55 · Next page · Previous page · First page · Last page