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A jam submission

Gem MasterView game page

Minimalism Casual Game
Submitted by Dolphin, chennyyun, DemoySegment — 1 day, 18 hours before the deadline
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Gem Master's itch.io page

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Comments

Jam Host

What did this game do well?

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I like the different ways to collect gems which was either through shape or color. I think this added another layer to the game which made it interesting. The sound effects for the gem collection was also satisfying

The game's graphics and concept are quite simplistic, and the sound effects are truly pleasing. The mechanism of having no more than ten different gems makes the game interesting.

Love the simple yet comfortable art style and the game mechanics are cleverly designed.

Very straight forward rules but engaging gameplay as an infinite runner. The combination of different methods to create a match and requirement of dodging spikes all while paying attention to your inventory played very well.

Implementing a shape/color maching gameplay system that's usually reserved for more static games with less dexterity into a spin on an endless runner was a great idea. It's always engaging enough without becoming too difficult or demanding, which is a nice sweet spot

The game had a very good core game idea of matching both shapes and colors. The game runs smooth and has very nice graphics in the background, and the simple shapes are easy to parse because of the outlines. Overall it has a lot of polish with nice animations.

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What could this game have done better?

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I wasn't sure when the game ended and how many lives I had. I think I could collect only 10 gems, but the gray box where the gems are shown is wider so I thought I could collect more.

The game's control mechanism (using the spacebar) could be enhanced, as players sometimes struggle to reach the higher gems.

The game is good but maybe the feel when jumping could be optimized a bit

Sometimes the inventory wouldn't be fully up to date and a match would occur when I didn't suspect it to which threw me off. A counter for the inventory would be nice to know how much wiggle room you had left to build combos. And even when I had a combo lined up and my inventory was just about to max out it would still result in a loss.

Some small tweaks to systems that had unaddressed edge cases (such as capacity being exceeded when picking up a block that should have created a match and deleted 3 shapes), but otherwise the best changes would be ones that expand the game further. For example- hazards to avoid, double jumping with shapes being laid out on 3 levels (high, medium, low) rather than 2, increasing speed over time to slowly increase challenge, etc.

The rules of the game were not immediately clear, I was confused as to whether I had to collect colors or shapes or avoid both like the chrome no-internet game. Even when I realized it was a collecting game in my first playthrough, I still didn't realize it was both shapes and colors.