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Bad Link's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #261 | 2.250 | 4.500 |
Use of the Limitation | #321 | 1.500 | 3.000 |
Overall | #331 | 1.688 | 3.375 |
Presentation | #337 | 1.500 | 3.000 |
Concept | #363 | 1.500 | 3.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Me, Vincent
Software used
SFML library
Use of the limitation
You control 2 players in the game, and one is on the bad side, or the enemy side.
Cookies eaten
2
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Comments
I have just finished the game. :)
Some on-the-fly remarks:
The concept stands out. I think the game in its present state serves as a prototype that demonstrates how the main mechanic works against the ‘shift-by-blocking’ tool the player has. It is possible to design more complex levels, but I think yours already force to think ahead and even sometimes count how many tiles ‘away’ the two playable squares are.
Suggestion: it would probably be very interesting to extend the game through other compatible mechanics; example suggestions: teleporters; switches that open/close doors. (… or activate/deactivate lasers, if I refer again to my game. X) You may want to check if you could not be inspired by how its mechanics work!)
(And as a last coincidence, I also chose blue and red as the main dual colours! XD I realized I often do, eerily enough. This may be related to some primal perception of these two colours.)
If I wanted to nitpick, I would say that the squares are rather friends than enemies, because they are together in this! ;) But it’s true that any one square can make the other go into trouble, so in fact, I think the game is well related to the constraint.
Sweet idea and nice implementation. :)
I really enjoyed the gameplay more than I though, and it's harder than I though too.
The puzzle is well done and the gameplay loop is also well craft.
The sound is nice and simple. Art still has some room to improve. Lighting and effects might take a lot of time, I guess.