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Circuit Flip's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Controls | #2 | 4.280 | 4.280 |
Audio | #2 | 4.400 | 4.400 |
Overall | #5 | 4.093 | 4.093 |
Graphics | #6 | 4.400 | 4.400 |
Theme | #11 | 4.200 | 4.200 |
Fun | #17 | 3.760 | 3.760 |
Originality | #30 | 3.520 | 3.520 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2
Source
Not in the near future.
Game Description
Fast paced puzzle game about connecting circuits.
Discord Username
Nolkaloïd #2751
Participation Level
3rd time participating
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Comments
A stand-out entry in terms of presentation. The music and voiceover remind me of Super Hexagon, which is no bad thing.
The game this package comes in is extremely well crafted and polished. I loved it. The only thing that didn't totally convince me is totally subjective and it is the deterministic level design, which basically reduces the game to writing down a sequence of buttons to press, whereas having it randomized would keep the player tense and focused the whole time. I understand there's a focus on speedrunning and having completely randomized levels isn't fair in that scenario, one could have a constant total amount of tiles needing 1 or 2 turns (which I think are all the possible combinations in the design space) in order to keep it fair (same amount of keys to press, always different sequence).
Still, this is very high quality work and you should be proud!
Really polished game but it wasn't really fun to play in my opinion. But I really liked the art/music/gamefeel work! I especially liked the juice effects that are awesome!
Really nicely polished. The audio and the textures are nice. The user feedback fits well and the menu is just about perfect for the game's scope. But unfortunately, I honestly didn't have fun. I didn't find it challenging and the mechanic of merely turning every tile again and again wasn't intrigueing enough for me to attempt being efficient and getting quicker times. One could make a puzzle game out of it or a guitar hero like game where you have to rotate the tiles to some rythm. But don't make my words let you down: Your game's a great accomplishement and I think it fits the theme well.
Thanks for the feedback, I think you are just not in the target audience. Also I made a huge mistake by letting all the levels unlocked, I should of implemented per medal level unlocking. My target audience are "perfectionist" people focused on speed running, the philosophy is: learn the level and execute it, like in Geometry Dash for example.
Great game! Congratulation on using all the wildcards, that's impressive!
Maybe, an idea would be to give more ways to remember the sequence, such as in level 4. For many levels, my best way to have a good score is to learn the sequence by heart, which is less fun than when you still have to improvise a bit ;)
Also, congratulations on the audio, menu, transition and smoothness of the game, making it feel very good!
Thanks for the feedback, I was thinking of making a "practice mode", where you could wander around the level and learn the sequence, kinda like in Geometry Dash (if you know that game).
Saw it on Reddit also, nice idea:) Make the levels procedural and release as a casual mobile thing!
Hey thanks for the feedback. Making the levels procedural would completely miss the point of the concept (see my reply to Clementine below).
Yep, I see what you're saying
I think this game feels very polished for such a short jam! Really well designed menus and the game feels great to play. I was very motivated to Gold the first level. I think the 2nd/3rd level could be a little easier to ramp the player up a bit to the more complex levels, but nice work!
I really enjoyed this. I remember seeing some screenshots in Discord thinking that it looked too easy since all you are doing is rotating parts till they fit, but man, under the pressure of playing and with the (awesome!) sound effects and music and it's a really fun experience!
The overall player experience was really polished (esp the title screen and options). Really great entry!
Loving the amount of juice and polish in the game! Since levels are deterministic, I think it would be really cool if it went in a direction of a rhythm like game, the satisfying clicks and the aesthetic already fist pretty well.
This game is pretty solid and fits the theme and the wildcards used (It fits the conditions for all three). I think the concept might get old beyond the levels that are there but because of the game's length it doesn't overstay its welcome.
I do like that the game encourages you to get the medals at your own pace and preference rather than punishing you for bad play.
I think I would argue adding a simple timer that increments per successive connection might be worth experimenting with in order to add tension for the casual player. Right now there's no penalty for playing slow but I do like the current build that lets you play it without penalty. I suppose this current mode would work well as a cheat mode?
I really like that all the levels are unlocked from the beginning for the jam build. My favorite level is Level #4. I do think giving the levels names beyond just Level numbers would add more to the personality and give each level a character but that's a minor thing. Level 4 is my favorite because of how every tile only needs one rotation to snap, so it's possible to chain up a lot of tiles using only one click. I then went back and noticed that nearly all levels could be completed with each tile being rotated only once.
Perhaps a possible fail condition if the idea is expanded is rotating it the wrong way would lead to losing a life or ending the level.
The UI is sleek with the animations and I like the level selection screen. I think that's well done. The music mixing is a bit loud however. The credits screen is also pretty neat. I do wish there was a way to view the controls again after you see it for the first time. I currently use the mouse to play and now I am unsure if there's another input method.
Arguably due to the fixed levels, it's entirely possible if speedrunning this game to simply memorize button inputs once a level is 'solved' and solve it that way. I don't know if this would be considered a flaw in its design or entirely intentional and it's not a clear cut matter. I would argue that this game has a very low skill ceiling because of it. If the game were to be expanded into a mobile release, I think an Endless Mode w/ randomly generated tiles would probably be the way to go to keep a consistent, unpredictable challenge. Regardless, it is fun to try and get faster at the levels though and for the scope of the jam the current design works well
The juice is great. It's not overwhelming that it overtakes the clarity of what is going on but hearing the tiles connect together is pretty satisfying. The voice acting is good too and I like the medal system.
I read an earlier comment that talked about a possible tutorial but I think the game's concept is simple enough that I think it doesn't need one. The current levels all serve a good introduction to the concept.
Thanks for the very detailed feedback. The thing is, the levels are hand made on purpose. The whole concept is to integrate the pattern of a level in your muscle memory and try to execute it as fast as you can, to win a medal. And at least with my play-testers, that worked really well, they wanted to play a level over and over again just to get a golden medal with that perfect streak that seems to feel very satisfying. Of course you can complete each level by just spamming one direction, but that's not the point of the game and wont get you any medals.
I wanted to implement level unlocking with medals, but didn't have the time / motivation to do so. I guess that was a big mistake, because players seem to just play trough the levels and... calling it a day, missing the whole "point" of the game, which is to get the best time .
Very nice concept and so so polished game at all level, you can directly ship it !
First minute: mhhh strange, if I turn 4 time each tile, I will win all the time, very strange, not fun...
From the second minute: Holy shit it's pattern based like a rhythm game and the feeling is so satisfying !!!
Maybe one little modification I will be happy to see is a tuto/warm-up level, like level zero, where you just have to right click one time for a line of 4 or 5 tile, to show the feeling and the goal of the game. The first level is too complex to see that for a first time experience.
Also happy to see other french people using Godot :]
Thanks a lot for the feedback! I wanted to make a tutorial level as well as a progressive level unlocking system (for example: 2 gold medals to unlock the next 2 levels or so), but didn't have the motivation to do it, I was a bit burned out.
Yeah, game jams are exhausting, and motivation is hard to keep till the end. But this little level 0 will deserve a lot the first time experience and give a lot of feedback to the player :)
Nice game! Everything feels so polished, I just love it! It was also harder than I expected, considering it was a connect the line game, and the tiles even had arrows in them!
You should totally turn this into a mobile game!
Thanks! Many people told me so on Reddit... who knows maybe the next Flappy Bird (doubt).
The effects and presentation are top notch and make it feel like a "real" game. The couple times I was able to get in a bit of a flow state and complete the level super fast with pattern recognition felt really fun. The connection effect could be toned down a bit, it kinda hurt my eyes when I was trying to look at the arrows on the pieces.
I'm glad you liked it. The effect is very juicy, I agree. I should make an option to disable/lower it.
Wow, that was some seriously smooth player experience. music is jaw dropping awesome, really great interface and sound effects. Might want to jazz up your title screen a bit, I think people are overlooking this game a bit because of it.
Thanks! What do you mean by jazzing up the title screen ? ^^
You are the second really good quality game I noticed with not much ratings and has just fonts for title screen. I think there's nothing wrong with your title screen as it is in the game, but as a first image to draw people to click on your game you might need something more visual than just fonts, incorporate some graphic elements from the actual game might help, or maybe even just use one of the actual screenshot from the game instead of the title screen could do the trick.
Keep in mind that's just my guess, and we are still in early stage of voting, so people might come around still without you changing anything.
Very nicely made! The music, voice, and sound effects work very well, in my humble opinion. Not overly original, though, as this style of game has been done a lot (seemingly whenever a AAA game wants to do a "hacking" mini game or some form of "plumbing" puzzle)... none, the less, this was executed very well!
My one gripe... once a puzzle was running, there was no way to cancel out. I either had to finish the puzzle, or force quit the game. The puzzles (at least the first few) were short, so it wasn't a huge issue, but I noticed it.