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A jam submission

The Boxed VisionaryView game page

A sokoban-style puzzler with a boxy twist.
Submitted by Rowbay — 9 hours, 12 minutes before the deadline
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The Boxed Visionary's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.0564.056
Use of the Limitation#24.2224.222
Enjoyment#34.0564.056
Concept#34.1674.167
Presentation#143.7783.778

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Rowbay

Software used
Godot Engine 4.0

Use of the limitation
The player has a box-like aura that activates puzzle components. All components outside of the box are inactive, therefore "all" of the puzzle is in the box.

Cookies eaten
None

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Comments

Submitted

enjoyed this a lot 4/5! Great job

Submitted

Your game is incredible, with 2 brains we reach the end but it was quite difficult. we pop off when we figure it out. You have done a nice game !

Submitted

While I didn't quite make it to the end, I thoroughly enjoyed what I played, never seen anything quite like it. The only thing I missed was hold to undo, repeatedly pressing the key got a bit tedious.

The use of the limitation is just *chef's kiss* - well done!

Submitted (4 edits)

A really fun puzzle game! I really enjoyed thinking through them, building a mental model of how different systems are connected together, and finally figuring out a solution.

Though I do have some complaints:

GAMEPLAY

  • A reset button for the different sections would've been really helpful as undoing gets kind of tedious if the player spends most of their time moving around the puzzle, trying to get a sense/overview of how the puzzle works.
  • In the section "but he journeyed to find", I was somehow able to push boxes into each other even though I wasn't able to do that in the previous sections. Since I had learned that the boxes can be blocked from being pushed by the inactive tiles, this resulted in me getting stuck. However, it might be a bug as I was able to push the metal boxes into the laser source tiles? It was a bit discombobulating, to say the least.

VISUALS 

NOTE: It all boils down to personal preference but you can implement some of these suggestions if you like them and if they don't conflict with YOUR vision for the game.

  • The art was a bit too noisy for me. I personally found the details a bit distracting but I guess it has its own charm to it.
  • The inactive elements were a bit hard for me to look at (a bit too much desaturation), but I guess it could be up to personal preference.
    • The blue (icebergs?) were brightly outlined, and because they are used quite often, fight for your attention even though they are not a prominent part of the gameplay.
    • A great example of prominent gameplay elements can be seen in the game "Baba Is You", where:
      • The background and the details like the floor and the wall are similar in darkness (or how I like to call it: visual priority).
      • The main gameplay elements (like Baba, the flag, the rules, etc.) are quite prominent and immediately catch your attention.
    • "Celeste" is another great example of this.
      • The area outside the borders transitions to a dark solid color without much detail.
      • The background is only visible in the main gameplay area inside the walls but is still relatively dark.
      • However, the main gameplay elements (Madeline, the walls, the platforms, etc.) are really prominent, and immediately draw your attention to themselves.
    • You can also take a look at other games you think are visually appealing, and implement what you like about the visuals in your own game if you decide to learn about visual design in games in the future!

However, it still boils down to personal preference and your vision of the game, along with a little bit of visual design to make it accessible and more pleasant to look at.

Though those are the only suggestions I have! Otherwise, I really like the concept and this has a lot of potential!

Sorry if this was way too long to read! 😅

Edit: Grammatical corrections.

Developer(+1)

Thank you so much for the feedback! Visuals certainly are the weakest point of this game. It was my first time doing pixel art, so I kinda just picked a palette in aseprite and ran with it. I'll be sure to pay more attention to that in future jams. Regarding the reset button: I don't even want to think about how to program that without remaking my entire codebase, though hold to repeat the undo button should've definitely been in the game from the start! The "but he journeyed to find" section was a consequence of reducing the area of the "vision" box, not a bug. It was intended for you to be able to push boxes into walls (every single collision outside of your vision is actually deactivated), but I could've been more careful with that, since it allows for softlocks to happen. Glad that you had fun though!

Submitted

Amazing puzzle design! I really liked the whole "replay previous puzzles with a new perspective" approach. I found myself defiantly trying finish the game, despite getting stuck multiple times XD That's a sign of a great puzzle game, great job!

Submitted

We really enjoyed your game! The concept is great, even if we didn't make it all the way through. The puzzles are really well thought out

Submitted

I really enjoyed this game! The mechanics and soundtrack feel really good and I had fun playing it! Only thing is that when I move my character around, the constant change in colors kind of makes me dizzy, but overall this is really great submission! :D

Developer(+1)

Thank you so much! I agree that the colors maybe should've been desaturized (or de-contrasted? I don't know much about colors), but my stubborn designer brain wanted to only stick to a certain color palette that had very striking colors, so the result is this xD

Submitted

Excellent! Strong mechanics and good puzzle design; it must have been difficult to structure the game to prevent softlocks (at least I didn't encounter any, though I did have to undo a bunch sometimes; it would have been nice if undo had key repeat). I thought the mechanics of the small torch were the most interesting, I would have liked to see them explored a bit more.

Overall, great work for a short jam, well done!

Developer(+1)

Thanks for playing the game! The small vision box was actually supposed to be the first vision you had in the game, but it was really hard to constrain the player because boxes could essentially be ignored by pushing them into the wall. In fact, there is still a softlock in the game concerning the small torch, hopefully nobody encounters it though :P