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A jam entry

Colour³View game page »

GMTK 48 Hour puzzley sorta game
Submitted by DakKhuza with 3 hours, 12 minutes before the deadline

Results

CriteriaRankScore*Raw score
Feel#34.8004.800
Overall#1053.8003.800
Overall#1063.7203.720
Aesthetics#1144.0004.000
Innovation#1803.4003.400
Theme#3812.6002.600

Ranked from 5 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?
You interact with the world by sliding, everything from the main menu, options, to the level select is built around the sliding mechanic. By design sliding has multiple different purposes.

Slide into blocks to stop your movement, slide into blocks to break them, don't slide into the red blocks, they kill you. (slide into the DM's)

Clear Video: https://www.youtube.com/watch?v=u5c111Ng3B4

Third-party resources
Chip Tone
Audacity
Game Maker Studio 2 : Pro
Gimp
Fonts used:
"Mars Needs Cunnilingus" I'm not joking.
PC Senior

Contributors
Code, Art, Idea, Sound, Etc: Me

Testers: Nick, Oliver, Iva, Fuade, Barkin, Mel, Chef and a special thanks to Sunchips, for telling me the game looked horrible, really needed that at the 45 hour mark <3.

Artist said he would help, but didn't even do anything: Jamala

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Comments

(+1)

Don't listen to them! These snacks know nothing of aesthetics.

This is a very well designed series of puzzles. They are also maddeningly difficult. The number of times I though "This level in just impossible" was far above any game I have ever played before. I'm still fairly certain Level 13 is impossible. I couldn't figure out 9 either, but 13 is just too simple for me to see any viable approach. A walk-through video would be helpful / upsetting.

Using the main game controls on the menus is always an interesting idea but I have never seen a level select menu that is a puzzle itself.

While well designed and executed, this was one of the most difficult puzzle games I have ever played. I believe the problem is in it's apparent complexity. Some of the early levels, I could get a mental picture of the level in my head easily enough and really plan out a solution. Getting more complex than that forces you to solve the puzzle as you go since fully planning an approach is almost impossible. In many games, this leads to a trial and error approach. Luckily for you, this game is way too tough for that to work, but I am still left with a complex puzzle I cannot fully internalize. Even after spending half an hour on it and going back twice, I still cannot fully remember every part of Level 9.

I'm not sure how you could improve this or even if it's something you would want to do, but just know that I have given up and am leaving 9 and 13 unsolved.

Also, I think the one way platforms need to be thicker. I had a hard time noticing them when I was trying to plan out a solution to the level. Everything else in the game is very clear.

I really liked the game, and spent far longer playing it than I intended to. (about 3 hours) I have no idea how you got through play testing within the 48 hour window, but good job for that alone.

Developer (Edited 1 time)

Level 13 is the one level I have regrets making, it is, in fact, impossible to beat in the current version sadly. I made it at the ~40 hour mark on around 5 hours of sleep and actually forgot to play test it. My friend actually caught the fact it was impossible but I forgot to go back and fix it sadly. 

The one way blocks actually had their sprites changed multiple times and I agree with you that they are a bit too hard to see. I still wish I had changed them.

 As for the puzzles being to complicated and difficult, I fully agree with you. One of my play testers called my game "The new worlds hardest game". If I had more time I would have spent more time on creating them and play testing them. Check points would have been a good idea for levels, or a some sort of ghost replay of your last run through so you can see what you did wrong. 

I haven't made a full walk through yet but its been suggested multiple times so I should probably get on that. But for you, you're in luck! If you go to the games actual itch.io page there's a gif of me completing level 9. Thanks for the detailed feedback and I'm glad you enjoyed the game!

Thank you for the confirmation on 13. I understand the time constraint and am amazed by how many levels you managed to make. I played another puzzle game in this jam that was very nice but disappointingly ran out of levels right after introducing the second mechanic. You seem to have dedicated about 2 levels to each mechanic and made a very dense game as a result.

The one way blocks necessarily being 1/2 a block wide was always going to make them a bit harder to see. I'm glad you were able to improve it from whatever the original was.

I do appreciate that your game gets its difficulty from logic and not just difficult timing as many "impossible games" do. I always felt I was making progress or on the verge of learning something new about a level with each attempt.

As for a ghost replay, that would be a very unique approach to difficulty modulation for a puzzle and I think it would work well.
Thanks for pointing out the play-through. I can see the logic in the solution now. It's a good puzzle. I just wasn't ready for that spike in difficulty.

I look forward to playing the updated version of this if you choose to continue the project.

(+1)

Pretty sweet entry! Sure, it's the usual slider puzzle game, but you seem to be able to keep things fresh with different block types that form rather interesting puzzles! I especially like the warning mechanic that lets you know going in that direction means death, since there are off-screen hazards in your levels sometimes. Well-designed, good job!