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Path-o-Maniac's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Did you make it in 3 hours (put 5 by default) | #1 | 5.000 | 5.000 |
How much do you enjoy the game overall? | #3 | 4.000 | 4.000 |
Gameplay | #6 | 3.750 | 3.750 |
Overall | #6 | 4.083 | 4.083 |
Visuals | #7 | 3.750 | 3.750 |
Audio | #9 | 3.500 | 3.500 |
How well does the game fit the themes? | #12 | 4.500 | 4.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
2 hours 45 mins approx.
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Comments
Nice minimalist aesthetic and the page goes with it, nice.
There doesn't seem to be enough variety to justify so many levels. Some levels are just the same thing you've already done but strung together a few times, which isn't anything new. This is exacerbated by the fact that in many of the puzzles you have to wait while the character rolls in an almost stop.
Fun entry!
I kinda broke some levels. I figured out that it's possible to drag the blocks that are already set on the level. So the last level was a walk on the park.
Find out the way to reduce the "watching..." moment and keep going. Nice job and good execution!
Thanks for playing:) ... ya that's done purposely ...that's the hack I have mentioned in the game page :) ....completely true ...i need to do something about the watching time ...i too felt it is too long
Really good game! Neatly thought out. Like the tension of wondering whether he was going to make it to the next push :) I liked the sound, it sounds a bit clippy though? Not sure where that comes from, but that would be my only vague criticism. Great work!
Thanks a lot for the appreciation and playing the game :) regarding sound i didn't see any issues on my end ...but might be sometimes the browser doesn't play it that well...i have noticed it for some of the other games as well
Nice game overall. The player moves too slowly sometimes.
Thanks for playing ...the speed of the player is based on the blocks it touches ...the speed slows down as the player moves ahead and will tend to zero if it doesn't find a block to speed it up again...it's done purposely.
What I was referring to is that the global time scale could be larger. The time you spend playing without doing anything but watching tends to get tiresome.
oh okay! that is completely true.
Nicely done, visually it is perfect. But the puzzles are too easy for me and the ball is too slow so i didn’t make it to the end…
If I accidentally stack two elements I cant separate them back. That’s annoying.
Really liked the “hack” !
Thanks for the appreciation/feedback and thanks for playing :)
Great idea! Good look and feel too!
But the rolling is really slow, the time to reward is way to long because of the rolling speed.
But I think this a great little game, and you got quite far in less than 3 hours. Good job! :)
Thanks for the appreciation and thanks for playing :)
I am getting Roborally-flashbacks here. Really great entry - I love those kind of"programming" puzzle games - getting one done in less then 3 hours is pretty impressive. Smart idea to just do it with the physics engine - I am gonna steal that for another jam :)
Talking about the physics - it's a little frustrating how slow the ball rolls and sometimes you lose even though the solution is correct because the ball didn't fall right or something.
Thanks for the appreciation and playing the game :) ... actually I had not played roborally before, but when you said I just googled it to see how it was :) ....
i wanted to use the physics object (RigidBody) in one of my games and also drag and drop mechanics, had not done it with godot before ...so thought why not mix it and do it :)
Roborally is pretty nice - always played the board game version although the concept probably works just as well digitial.
Back to the physics - I thought it was a neat workaround because creating precise movement on a grid is kinda hard and just using transform.position creates so many problems with collisions. Obviously you have to check for every level if the force push goes far enough and check for rogue edges but for the few levels in a 3 hour jam that's way faster then figuring out the grid movement.
ya, my most of the time went in designing the levels and to see each one worked ...so didn't get time to add more features to the game ...the only special one was the teleport.
That was pretty important though :)
Great gameplay and well completed!
Thanks for playing :)