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A jam entry

CutView game page »

Cut tiles to move and complete puzzles!
Submitted by Kroporo with 12 hours, 56 minutes before the deadline

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Visit Cut's game page


CriteriaRankScore*Raw Score

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your submission match the theme?
Tiles are not just there to be moved, no.
To move one tile, you have to make a "cut" from one tile to an adjacent tile.
The catch is that not just one tile moves, but also the tile you made the cut from.

You want to move one tile? but you`ll have to be careful to not block your way!

(Originally planned to add tiles that move when you do, or other more normal puzzle elements such as buttons or doors) (But time... Q.Q)

Disclaimer: Cutting isn't really as intuitive as I wished it would be.

I think the idea has some more potential, and I might pick it up when this is done.

Third-party resources
Art used:
- GMTK Thumbail

Music used:
- Frozen Synapse OST 11 - Menu

Sounds used:
- 2 Files from Fault (Aiming, Cutting)
- The rest comes from Osu skins

Tools used:
- Unity
- Blender
- Gimp 2
- MonoDevelop

- Michele (Darky1#1170)
- My Mom (Thanks for cooking)

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"Art used:
- GMTK Thumbail"

Why did no one else (that I have seen) do this? Why didn't I think to put the competition logo on my start screen?

Anyway. It took me a couple minutes to figure out the controls. For anyone else trying to play:

Hold X, Select the side you want to cut on(arrow keys), Release to cut. You can only cut when there is a blank space for your platform or the one you cut to move to (They have to move away from the cut you just made).

As a puzzle game, I expected every level to use the cutting mechanic in some new way. You did this for the most part but some of the levels were very straight forward. Level 7 seemed entirely redundant though it did make me realize your camera tracking was very good. It does offset towards the block being cut too much. You only notice this if you hold down a cut for a long time which there is really no reason to do.

Level 8 the game really started getting good and in 10 you build on the mechanic introduced in 8 like GMTK keeps mentioning in Mario games.

Level 11 was the best in the game. Multiple things were going on and I really had to plan ahead. Sadly, that's pretty much the end of the game. I can see time was a real hindrance here. "Work faster" is terribly unhelpful advice, but you introduced and tutorial-ized the mechanics so well, it's a shame there was only one level really combining the mechanics of moving platforms, unblocking lasers, and maintaining an exit route for yourself. Adding teleporters into the mix would have made an awesome level if only you had the time.

Some Notes:   Thank you so much for the high movement speed. So many games like this have a little pause each time I move the cross hair. The sound effects were very fitting and really add a lot to watching blocks move.