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(1 edit) (+3)

This seems like a strong idea for a puzzle! A couple of suggestions:

1. Implement an undo move stack. On Level 4 it's easy to accidentally hit the last piece in the wrong place and have to start the entire level over again. By not having undo move, you're putting a ceiling on the complexity of puzzles you can reasonably ask the player to solve.

2. Movement is a bit slow. Is there a way to have the heaviness of movement feeling, but make it a tiny bit faster and more predictable? At the moment, it's easy to accidentally collect a blob piece because you released the movement direction you were holding down too late, and you're doing this because large levels are a pain to traverse at this speed.

3. Why can you only move over the hole when you're in the correct shape? It feels like there's a missed opportunity there for another movement mechanic.

Lastly, if you're not familiar with it, I'd encourage you to check out Stephen Lavelle's Puzzlescript, which allows for the rapid building/prototyping of grid-based puzzle games, where implementing and iterating on rulesets and puzzle layouts can be done very simply. Even if you're going to make something with fancier graphics, Puzzlescript is a terrific tool for designing levels and exploring mechanics. There's tonnes of great examples of puzzlescript games on itch under its tag.

Thank you for taking the time to write such detailed and helpful critique! For a post-jam version we should explore better movement options, and see if it's possible to implement an undo function. Andy is pretty handy with all that stuff so I'm guessing he would want to try it. 

The reason you can only move over the hole when you're the correct shape is to limit movement on the entire playing field, we could have done that in different ways but it was basically for level design purposes.