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A jam submission

Team Swap HeroesView game page

Mini Jam 48 - Teamwork
Submitted by Team Horsehead (@JoeShanahan), Amy Elliott (@AmyElliott_), Joe Shanahan (@JoeShanahan) — 4 hours, 29 minutes before the deadline
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Team Swap Heroes's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.1904.190
Presentation#14.3004.300
Use of the Limitation#14.3004.300
Gameplay#24.3004.300
Art#54.4004.400
Audio#63.6503.650

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
2 (Joe Shanahan / Amy Elliott)

Software used
Unity, Blender, PaintTool SAI

Cookies eaten
[int overflow error]

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Comments

Submitted (1 edit) (+1)

5/5, the art is so detailed, the audio is good, the game has a normal difficulty curve, you truly made an amazing job!

I loved the level design of the first levels, but I was a bit disappointed on the last ones (level 10 and 11): in level 10 you can complete the level without using a character (which is a bit weird if you ask me), and in level 11 there are some bridges that are useless. I don't know if that was intended, but I think that trying to "confuse" the player by adding objects that are not required to solve a level is not the key to make a good puzzle level (I made my opinion after watching this video of Game Maker's Toolkit:

I think level 7 is a perfect example of a good puzzle level: my first plan was "ok, I distract the monster with this buddy, and then I collect the stars with the other one". But then you realize you don't have the time to do that, and after trying multiple times you understand that is not the solution, and you have to rethink your strategy. Believe it or not, for me solving that level was more satisfying than solving level 10 and 11!

P.S. As a unity programmer, I'm really curios about the way you record the movement of the players (in other words I have no idea how you made that), can you explain that to me? :)

Developer (1 edit)

So much love for Snakebird! (That game was inspiration for me to make two mobile games)

The later levels were put in very late on, and so there was an intended solution, and then it turned out it could be done with less players and we didn't have time to adjust. I agree that having red herring puzzle elements just for the sake of it is mostly just frustrating to the player. 

Implying a wrong solution? Fair game.
Putting in elements that actually don't need to be used? Less great.

As for the input recording? I thought we'd need a really clever solution due to memory constraints, but it turned out to not be an issue. Basically we're just recording the joystick vector and the state of the action button every single frame, and storing it in an array that is as long as the time you have for the level. (10 seconds = 600 frames = new FrameInput[600])


Then, each frame we increment the frame number by one. If the player is being controlled, that input data is stored to the array. If the player is not being controlled, the data is read from the array and used as the input for that frame instead. We used an integer for button state so we could tell the difference between button down, and button hold.

If we really needed it to be memory efficient, we could have instead stored the four directional buttons as bitflags, and then stored all five buttons in a single byte. 600 frames of data would then be 600 bytes. But premature optimisation is the root of all evil and all that, turns out we didn't run into any problems for this gamejam doing it like this.

Hope that made sense! If there's anything else you'd like to know just ask! ^_^

(-Joe)

Developer

(And here's the code to record/read input)


Submitted

I see, I thought you used some weird function of Unity, but that's a pretty simple and clever solution!

Submitted(+1)

This game is actually pretty amazing. I enjoyed the part where the game actually memorizes the previous movements. It gives me a thrill to be quick and accurate. The puzzle seems very confusing too and needs a lot of thought about it. Overall, I bet this game gonna be in first place for this jam!

Submitted (1 edit) (+1)

It's such a great game ! Beautiful and clever. I'm not that good at planning things as intended, but really, it feels original and fresh. And music is cool too ! :)

Submitted(+1)

Hey! Played until the level with 4 players, bridges and buttons on the right.

Awesome concept! You really did a good job :)

special mention to the monster animation

Developer(+2)

Glad you enjoyed it   ^_^

The animation is even better when it goes wrong :D


Submitted(+2)

Ahah that's great!

I look forward to your next games! :)

Submitted(+1)

oof, as a casual gamer I gave up on the box level, where you gotta throw boxes to collect the stars. 

wish the timer had a bit less impact.  Like maybe, the could be a timer that determines what rank/score you get, but not a thing that just makes the players try to do it faster. ehh. I hate failing :D
this game looks like something that really takes the Teamwork theme to a proper level. it takes some patience - waiting for the one you are not controlling at the moment to do an action and that is wonderfull! love your design. it's actually very clear. good job! 

Developer(+1)

Ah, interesting! That level is the first one that really tests the player to see if they "get" it yet, and it seems like we didn't do a good enough job at explaining because a couple of play testers got stuck on that same level.

The trick is to stand on the square, throw over the river, and then play as the other character, catch the box, and throw it back. Then you go back to the first character, throw the box over again, and then wait for the second character to throw it back.

The timer is an unfortunate necessity. We're storing 60 frames of input data each second for each player, and so we need to limit the number of seconds in order to not go crazy with memory. Those earlier levels could have more time though, you're right there.

Thanks for playing! :D

(-Joe)

Submitted(+1)

Super cute game, loved it.

The music was amazing (no sound effects though :[   )
Gameplay was fantastic, perfect for these limitations.
Loved the artstyle too, had its own flair.

There were 2 small bugs though which made it easier to complete the levels,

When a character collects a box, and doesnt throw it until the time runs out, he keeps carrying it into the next "round".

In one level there was a bridge with a door at the end of it, when the character walked against the closed door while the bridge was being pulled up, the character just jumped over the door.

Was also surprised there were so many levels, the game actually had content. good shit!

-Butter and Manu

Developer

We ran out of time before being able to do sound effects, only had two days instead of three thanks to us both being at work on Friday.

The box bug is a weird one, we saw it a few times but it's not consistent. Sometimes the box resets and sometime it stays in the players hands. I think in one instance the box WASN'T being held, then after the reset it was, which makes no sense at all...

ah well, bugs add variety to the experience ;)

Thanks for playing!

(-Joe)