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A jam submission

CCGGView game page

A short puzzle game made for HoloJam 6
Submitted by texellation — 2 minutes, 25 seconds before the deadline
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CCGG's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#14.3644.364
Gameplay#54.1824.182
Overall#93.8183.818
Theme#103.9393.939
Ambience#163.6673.667
References / Humor#362.9392.939

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Interesting concept and mechanics. The puzzles were good as well.

I personally feel that it would be better for WASD to control Ceci while the arrow keys control Gigi so that I wouldn't need to switch between them. But that's just my opinion since I like games where the player controls 2 avatars at once.

Submitted

Very fun and interesting mechanic for the puzzles! Truly shows the love and angst clearly and the little sprite is cute! I have nothing to say more except  I needed more!! Awesome job!

Submitted

I need more levels. Very fun puzzle game. Sometimes I do wish I could preload actions when I have mentally solved the puzzle already but still have to execute it with the inputs.

Submitted

Extremely well executed game. It was almost nostalgic in a sense. Brought me back to my days as a kid playing endless flash games that would release weekly. This would be up there as a favorite back then for sure

Submitted

THIS IS REALLY REALLY AWESOME???

I'm a huge sucker for little puzzle games like this. I love the flirt/fight as a mechanic, I wasn't sure what to expect from the description at first but god it was fun navigating around the map. The pixel art is absolutely lovely, everything is presented cleanly and perfectly. It left me wanting more levels real bad, just could not get enough. Also, this plays off one of my favorite Autofister bits ever which is the wife points, so hearing the SFX for it made me laugh. Honestly it's just super polished and a fantastic entry. I did keep tripping myself up with the controls though, I tended to think of pulling as flirting, so I'd end up trying to pull the other towards me, rather than pull myself towards them-- but that was me just kinda being dumb, it's not really a criticism.

I would *kill* for an expansion someday, honestly, definitely just gonna have this game stuck in my mind for a while.

Submitted

Cute and fun little puzzle game. The flirt and fight mechanic is creative and adorable.

Submitted

You got me. I love puzzle games and I loved this game so much. The puzzles were very clever and I really loved the idea of them fighting and flirting. I can only imagine what their dialogue could have sounded like. 

My only disappointment was that there weren't anymore levels after I was done. Really enjoyed it! 

Jam Judge

You got the jam theme spot on with your game!

I had a lot of fun solving the puzzles and I love the artstyle and the audio design!

I instantly noticed the game was grid based and wasn't really annoyed by the movement but a smoother movement experience would be nice to have.

I guess my only complaint is that the game is too short! I would love to see an expansion with more levels! XD

Great game!

It's adorable, I love the art and the concept. It fits the Jam and I love the powers of making them love each other or fight to get through the water

Submitted

Really love the aesthetic and art in this game, very GB inspired, which is awesome, and the puzzles tickled the brain just enough without being too difficult.


Setting wise, I think its funny that this is happening in the middle of the ocean
like autofister got stranded or something

Of course, it was likely easy to whip up this spritesheet compared to something else, but I think it would be cool to change this to frame it as taking place in Justice HQ or something, that way the duo would fit, and the environment mechanics, with the buttons and boxes, would fit too


Since I saw some others mention it, I'll comment on level 3: I think the box just came out of the blue with no intro, and that made it confusing

I basically ignored it until I had no other options left, where I then decided to push it and realized it was an obstacle and not just set dressing


I really think that's about it from me, and its just a nitpick, great job overall

Submitted

Super cool concept! The art and music also fit this style of puzzle game very nicely. Haven already mentioned it, but I also feel like some of the movement could just be a bit faster, since my brainlag is more likely to forget what I'm doing if I have to wait for something to zip across the map.

Submitted

Really cool puzzle idea, playing off the idea of Love/Angst into Attract/Repel. I do question the pairing a little, because I feel like even at their worst they don't really repel each other. A pairing like IRyS and Bae (especially the early days of their ship) gave a bit more love/hate vibes than Autofister. But I totally get it if you just really wanted to make a game with Autofister. They're too good XD

I'd say this was impressive work for something done solo in 2 weeks. The main game mechanic is really solid, and its application in the levels, while still simple, is done pretty effectively. It's a shame we only got that many levels, but I understand because of the jam's time limit if that's all you were able to make (submitted in the last 2 minutes is cutting it real close, but good job on getting it in time all the same). My only negative comment might be that the movement doesn't feel properly responsive. There's quite a bit of delay between each button press/step and it just makes them feel like they're moving slowly. I don't know if that's a preference thing, but especially with puzzle games like this where I imagine the levels get bigger or you go around the level a lot setting up objects to solve the puzzles, it would really be nice to the player if the movement itself didn't slow them down. The longer you delay a player from executing their plan, the more frustrated a player can become that they still haven't yet executed their plan. You can try making the movement a bit snappier and see if that works for you.

Overall, I'd say a pretty great job though. Love the simplicity of the sprites and the general colour palette. Congrats on the submission!

Submitted

Nice little puzzle game with definetly interesting mechanics!
A few things which i noticed:

- Moving between multiple tiles feels really slow as others mentioned already since you need to wait for animations to finish

- There is one little "Bug?" ive noticed with the switches for the invisible platforms. If one of the 2 are on the platform and the other goes off from the switch, that character on the platform is "stuck" (ofc) since they can't move into invisible tiles. But they can move if the tile they move onto are visible. Might also be intentional but I would make it a little more difficult and make it instant game over cause you should have fallen into the water if the platforms vanish xD


But this game can definetly be expanded on! There are many mechanics which can be introduced into that kind of puzzle game! Definetly like it xD

Developer

Thanks for the comment! Yeah, I’m aware of the issue with the platforms, but I ran out of time (because like always I decide to add stuff right until the end) and decided to just leave it since it doesn’t really affect much. And it adds to the janky game-jam charm, right? : )

Submitted

This is a really clever little game! I really like the gameplay loop and the levels are pretty well designed. There's a pretty significant difficulty spike at Level 3, especially since that's the intro of the box. Otherwise, good work!

Developer

Huh, didn’t expect that level in particular to stump people. Would be curious what exactly made it difficult to figure out. But yeah, lack of playtesting makes the difficulty curve go all over the place. Thanks for the feedback!

Submitted

I was multitasking while playing the game, so idk if there was a box tutorial. I just had no idea what exactly the box did, so the path forward was unclear to me.

Submitted

I also found Level 3 to be the most difficult one actually, I feel like it was just the most complex in terms of number and variety of mechanics required to solve the puzzle.

Submitted

Clever, simple core mechanic with good levels to back it up! The animation delay tripped me up at first but once I got into the rhythm of it I didn't mind it so much, it's something that might not need a lot of tweaking. Great submission, really enjoyed playing through it!

Submitted

Fun and smart game mechanic and the music and art fit it very well. A way to hold keys to move would be nice and make the pacing quicker.  Amazing work!

Submitted

Love the sprite work, gameplay concept is very creative, and the choice of music fits this game perfectly! I never thought the theme for this jam could be represented so well as a puzzle gameplay mechanic instead of writing.
Regarding controls, I think it kinda suffers from animation delays. Animation of the sprite needs to be completed first before next player input is recognized, which makes the movement feels slow. Since this game is grid-based, maybe the movement can by maintained separately from the sprite moving towards the moved position so that movement will not be hindered by animation delays.
Enjoyed this game, thank you for participating!

Developer (1 edit)

Thanks for the feedback! I did think the animations might be an issue and considered solutions, but ultimately lacked the time to implement them. I’ll add it to my increasingly long list of things to look out for next time!

Submitted

Very solid puzzle game! The mechanics and the way they interact with the gaps are interesting and felt intuitive to me. Every level seemed to showcase an interesting interaction. Good job!