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Mazaic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #205 | 4.038 | 4.038 |
Overall | #327 | 3.836 | 3.836 |
Presentation | #441 | 4.038 | 4.038 |
Enjoyment | #734 | 3.434 | 3.434 |
Ranked from 53 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 has to mitigate the random swapping of the dungeon room tiles they explore by locking down tiles to prevent them from changing.
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
I loved this game's effects.Good job!
by the way could you play and rate my game?
Thanks! I'll check yours out.
Mechanics, presentation, concept were all really well done 0-0. It was initially a little confusing--I barely noticed the maps changing, but past that, it was a lot of fun. The interactions were nice and crisp? I can't think of the word, but they were very satisfying.
Thank you! That initial confusion isn't uncommon; it definitely could be clearer at the beginning.
Stellar little game with a great concept! The graphics are wonderful and the puzzle design is fun, though sadly I assumed that "locking" meant it wouldn't change haha.
Thanks! Can you explain what you mean in the last sentence? Locking the rooms are supposed to keep them from changing, so if that didn't happen, that's totally a bug.
Love the 1 bit artstyle and changing rooms concept. I like how I had to completely rethink my route when the rooms changed. Overall very well executed and unique concept that makes for a fun game.
Thanks! That's exactly the kind of thinking on your toes that I wanted to make players do.
Really creative take on the theme, haven't seen anything else like this in the jam. There are a few minor issues with the design in that it was unclear what to do, and then once you realized what to do there wasn't much puzzling to it - just going from room to room locking every one that wasn't a two. It wasn't that dull though, because all the rooms were a bit different and were fun to explore. Anyway, my favourite part of this game is the presentation - it is IMMACULATE! The combination of the music, the cute pixel art, and the individual room progression is so wonderfully retro, reminds me of VVVVVV! Great job overall.
Thanks so much! I'm glad you liked the presentation. The maps are procedurally generated, so the goal isn't always to make all the room twos, but yeah, the core loop is exactly what you described.
I was little confused at first, but after figuring out the rule it became fun. I also liked the cute artstyle and music.
Though exploration was fun, it would be better if the game has some kind of obstacles, since the game poses no risk for now. Also it would be nice if the game gave more meaning to dice numbers, maybe changing obstacles of the room based on the number?
(edit: I noticed the decoration changes based on the number after writing this, that's a nice touch)
Nice job :)
Thanks. The number for each room actually done change the layout in addition to the tile sprite!
Very polished entry. Great visuals, sounds and mechanics! You cant really tell it was made for 2-day jam
Thanks so much! I'm glad you enjoyed it.
The puzzle is very challenging but easy to understand even without any explanations, and feels very satisfied when completing it. Really really cool experience playing it, and I also like the art and audio. The only problem is that sometimes I got stuck by the platforms, and it took me a while to get over it.
Thank you! I'm glad you were able to figure it out without issue.
Very fun game. Having to lock rooms to stop them from scrambling and also needing to go back and forth from slot machine to keys to another slot machine were very nice touches
Thanks!
Fun game with great visual style! Took me a couple of minutes to get it - the slot machines look a little bit like a snorkel helmet at first. Once you get the rules, though, it's a great little platformer that really encourages reexploration of the same rooms. It would be very fun in the context of a game with larger objectives. There's definitely a ton to work with here if you want to expand this idea. Nice job!
Thank you so much! I haven't heard that the slot machine looks like a snorkel helmet yet but you are totally right.
It was really cool! I liked the art style a ton and the procedural stuff was all very cool- my only complaint is that I would've liked something to make the rooms feel more distinguished from eachother.
I would totally pay for a more fleshed out version of this game with rooms that had enemies and obstacles and things- the core mechanic is very cool.
Thanks so much! I would have loved to add individual flare to help distinguish each room because they can sort of blend together. I'm glad you liked the simple art style.
It was interesting! I got softlocked one time sadly but I admire you're bravery in making this sort of game in 2 days. Well I guess you must have used some experience in procedural level creation but still. Impressive
Thanks! Sorry about the softlock. I tried to make sure that didn't happen, but things were bound to fall through the cracks. I have some experience in level generation, but nothing even on this scale. I think I bit off a bit more than I could chew, but I learned a lot.
A really cool concept with great execution, i found the puzzle super clever and fun. I think the only feedback i have is perhaps the top left corner map could have been more defined visually. I didn't notice it at first. I think that this was such a cool take on the theme, and a unique puzzle that really stand out.
Thank you! You are totally right; the map can blend in a little more than I would have liked.
the whole thing was excellent!
I don't know what the player character is but I want to hug it.
I found the mechanics pretty easy to figure out, even though the game doesn't explain much to you. It really helped that for example "locking" a room's number shows an actual lock on the action and you use a key to do it. It's very intuitive
The only thing I wish I knew, but I don't know how you'd convey this, is that the hammer guys who can reroll the numbers on rooms can be used again as long as they are not the last one you used. At first I thought if I didn't get the numbers right after using them all I was toast.
Haha, thank you! That's the exact reaction I wanted with this character (I don't know what they are either). I'm glad the minimal affordances worked for you. I knew I had to try and make everything obvious as possible since, as you said, the game doesn't explain much. I couldn't think of a way to indicate that last one, so I'm still looking for a solution.
That's really good concept! the camera is moving too fast in my opinion. It would be great to have something a bit smoother. Also, a map is blocking view sometimes.
these is the only issues which I see with this game.
the rest of it is perfect! Great job!
Thanks! Yeah, it was tough to find a good camera speed when transitioning between rooms. I would have loved to put that in a settings menu, but alas, no time for that. The map blocking the view is because I foolishly set up the screen size and everything forgetting that I needed to fit two mini-maps on the screen.
This is such a cool idea! Unfortunately I had one run where a sealed off room was created meaning I couldn't lock the last room down, but otherwise it's so well crafted I played it through several times just because of how much I enjoyed the animation, the controls, the little touches like being able to stand on an off-screen ledge, and the beautiful tileset. In general this game just looks great and there's a lot of interesting rooms in there!
Thank you! Sorry about the bug! I thought I had squashed all the procedural generation bugs, but it sounds like a few snuck in. I'm glad you liked the tileset; I spent more time that I should have trying out a bunch of different tile designs.
Short and sweet! Sometimes a simple game mechanic works the best, I actually thought that in the end il have to go through every lock and unlock it, since it changed how the icon looked on the map, but this way was much better, it saved a lot of backtracking, so thanks for doing it that way.
Good job!
(p.s, I would appreciate it if you could try out my game aswell! It is really short so it wouldn't take long)
Thank you! Yeah, I tried to cut down on interesting backtracking.
(I'll for sure take a look at your game.)
Nice game. Took me bit to figure out what is going on.
Thank you. I would have liked to get some playtesting to help figure out how to better communicate what is going on since despite all my efforts it is still a little confusing at first.
Cool game, might be pretty cool to have a timed mode, so that you have to quicly think of a route to take
Thanks! I wanted to have a timed mode, but I ran out of time to add that.
That would be really interesting! With how the re-roll machines work it would add a level of strategy in deciding which route to take.
Really unique concept, and great design and feel!
Thanks! I'm glad the design worked out. I didn't get as much time to iterate on it as I would have liked (such is the way with jams).