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A jam submission

BeanstalkView game page

Grow/Shrink objects in this First-person puzzler.
Submitted by ZaffreSheep (@zaffre_sheep) — 17 hours, 49 minutes before the deadline
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Beanstalk's itch.io page

Results

CriteriaRankScore*Raw Score
How well does the game fit the themes?#54.0414.667
Gameplay#103.6084.167
How do you rate the game overall (you can consider fun, dev time, etc.)?#113.3203.833
Audio#143.1753.667
Visuals#252.5983.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
3 hours

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Comments

(+1)

Enjoyed this a lot! Not a huge puzzle game person but this was easy-ish for the time alloted. Controls could be a bit more intuitive but all and all for a 3 hour time limit, this was great! Loved the uneasy feel that was set by the music and the glowing effect of the cursor. Good job! <3

(+1)

very well done and impressive. granted I'm biased because I love puzzle games.

Submitted(+1)

The game fits the theme well. I liked the fire effect when looking at objects that can be scaled, it's very performant. At first I found the lack of vertical movement in the camera frustrating but over the course of the levels came to realize this was an intentional limitation to make some later levels more difficult.

Two suggestions: There are some free asset packs you can get on the Unity Asset Store (or other asset stores) that area allowed for this type of game, and if you only intend to use the simple shapes anyways, that can be a quick way to introduce some extra visual stimulation to the game.

The other suggestion is adding a kill plane below the level in case the player escapes. It only happened once, but I had to refresh the page to restart the game.

Overall, I enjoyed this.

Developer

Yeah! The lack of verticality in the camera is weird limitation for myself too, actually. I thought it'd be interesting to try and design it around there, but I was thinking I should let a little vertical camera movement.

Really- the real reason is that I wasn't 100% sure if I had time to calculate the 2 axes for an object for locking in. If I guarantee the player can scale upwards, then it's just a matter of getting either the X or Z axis. I definitely wouldn't have had time looking back on it, I was working on this up to the clock on the dot lol.

I really figured a kill plane was impossible, but I did use really jank movement, so yeah.

Thanks for your comment! Appreciate you gave it a shot. If I ever update it, I'll definitely consider both those suggestions!