The game is very well polished and complete for the jam time, good job. I like the feedbacks for the actions, it generates a good game feel.
Play game
TELEWEAPONS's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #1 | 4.348 | 4.348 |
Fun Factor | #2 | 3.913 | 3.913 |
Overall | #2 | 4.007 | 4.007 |
Audio | #3 | 3.696 | 3.696 |
Special Feature Implementation | #3 | 4.217 | 4.217 |
Theme Implementation | #4 | 4.130 | 4.130 |
Graphics | #8 | 3.739 | 3.739 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
You are delivering package to clients, and thoses packages contains weapons and swords. You must find a way to push the packages to the teleporters while the boxes sticks to one another!
Comments
Wow, we all can see you really worked hard these 3 days. Great job!
Awesome game! Having a pushing puzzle game is normally pretty plain, but having the swords as both hazards and to stick boxes together was super cool. I really, really enjoyed it :)
Really good game! I like the implementation of sword. Really clever!
Awesome game! How did you make something as huge as this in only 2 days? Also game is quite hard.
Well, with practice I guess! For each step of the developpement process I knew what to do and how much time I have. I can give you some time-stamp if you want:
DAY 1: (for me the game-jam started at 1PM)
- Brainstorming the idea (~2h)
- Making a simple demo (~3-5h)
DAY 2:
- First graphics assets (the first few boxes, player character)
- Overall game design (the map, the UI)
- Adding some more features if time’s allow it (undo button for exemple)
- HAVING A WORKING LEVEL IS A MUST HERE (for this game at least)
DAY 3:
- Finishing the few last bugs
- Upgrading/Making the tilemap
- Music and sound design
- Level design. If you have a good workflow this should be really fast, you just copy-paste your test scene and change the prefabs)
- Playtesting (always keep around 2-3h to test / fix bugs / add some small features)
at every jam where I participate, someone always makes exactly the same game, but this one is one of the best
at every jam where I participate, someone always makes exactly the same game, but this one is one of the best
What a clever game! I found very humorous the use of boxes for sword deliveries x'D
I have to admit that the levels are really great, the difficulty curve is not always increasing and the sound that play when the character is colliding a wall is a little bit annoying but you did an overall amazing job. Where you alone on this project?
Thanks! To be fair I wasted a lot of time on programming the box moving mechanic so I havn’t got as much time as I wanted for the level design. I totally agree that the difficulty curve is a bit randomish! I got helped by Jo for the player sprites, boxes and weapons design (it was her first game-jam!) . Otherwise I did the music, level design, tilemap, programing, animation and everything else myself ^^
I'm really impressed all-around! The graphics, music, and still difficult but not ever mind-numbingly impossible challenge of the puzzles all comes to together to create a really great game considering it was made in just 3 days, awesome work!
This is really impressive! lots of satisfying aha! moments in the puzzle designs
The mechanics are very intuitive and well-telegraphed, you quickly understand how the puzzle elements will interact with each other, meaning your time is spent planning solutions rather than making random trial and error moves until something works. The spatial reasoning is pretty cool, I'd love to see where these ideas could go with more development time. Seriously nice work you guys :)
Leave a comment
Log in with itch.io to leave a comment.