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| Criteria | Rank | Score* | Raw Score |
| Game Design | #4 | 4.138 | 4.138 |
| Execution | #5 | 4.241 | 4.241 |
| Visuals | #15 | 3.931 | 3.931 |
| Overall | #22 | 3.414 | 3.414 |
| Audio | #76 | 1.345 | 1.345 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
So, I gave it really high marks because it had a clear mechanic and you implemented it beautifully!
this felt like a modern re-imagining of Chip's Challenge, which i put way too many hours into when i was a kid. i love the room reveal/hide visual, very slick!
a lot of my sentiment has been said in the other comments... quite charming, but a little sound would have added a lot. i agree, never enough time!
What a goofy premise, both it and the gameplay fit the theme quite well. I spent way too much time overthinking what to do with the boxes in the first two rooms, but once the actual mechanics started getting introduced, it was all smooth sailing from there. Hope I made grandma proud!
Very cute game! The mechanics are presented in a very clear way, and the rooms are easily readable. The game is also paced well, with every rooms nicely building on the concepts that came before. Also, nice reference to the real ILOVEYOU virus ;)
I also liked that you even managed to add a little Metroidvania mechanic! I was wondering whether the red rails were just buggy colliders, and then absolutely delighted when I found out I could ride them! The last room even has a rail that goes a bit up, so you are shot into the air a bit, which is super fun :D
I appreciate that you made dying forgiving. A worse game would have reset the game or the entire room on death, but you just respawn the player. I love that, failing and trying again was frictionless. The only thing missing was audio!
Nice graphics, simple but good enough. controls are good too. simple puzzles, but that's what's needed. I would'nt have added red rails before they're actually required (except maybe at that crossing room). And i regret the absence of any kind of audio.
All in all a very good submission, one of the best.
Originally I had wanted more of a mini metroidvania kind of play, so I kept the earlier rails in with the hope that I'd come up with a reason to return to them. Alas, there is never enough time.
I also wish we had time for audio, it would definitely improve things. Thanks for playing!
Fantastic, both visually, narratively, and mechanically. Solid game, would pay money for more.
Thanks!
Looks so nice! But gameplay is confusing - what are rose bridges?
If you play through, their purpose becomes apparent- initially we had intended for more of a metroidvania element, but ran out of time to properly integrate it into the full game. Thanks for trying it out
such a nice game, had a lot of portal feel to it actually, without the portals that is!
I definitely think about Portal whenever I think about level design-- so I guess it shows through. Hopefully it's a favorable comparison!
Thanks for playing
Pretty fun! I particularly enjoyed shoving entire rows of boxes out of the way.
One suggestion: Connecting wires was slightly more complicated than I expected from experience with e.g. Zelda puzzles, where you just drop conductive material down. I would suggest changing the color of the boxes that are part of a conductor to match the color of the wire, because the colorful endpoints gave me the expectation that other boxes were also conductive, so I tried extending a wire to reach across a gap by adding boxes at first, rather than anchoring the wire and then stretching it to the next point.
Thanks for sharing!
Thanks! Your feedback about the wires makes sense- the original visual language was "orange is grabbable" but the electricity mechanic became more central so that was of characterizing things makes less sense.
If I had more time I'd make the wires actually have plugs that slot into the sockets so it's clear when they're connected, and would re-use the teal wire color for them.
I got stuck early on until I realized I could just run over the gaps in the floor and I wouldn't fall in. That wasn't taught earlier so I thought I needed to put cubes in the gaps to cross them. Once I got past that point, I was able to finish the game and enjoyed solving the puzzles.
I stumbled upon the ability to run over gaps after wedging a box between two platforms (at an angle). I rolled right over the little peaked "bridge" made by the box, and kept on rolling right across the next gap!
We discovered this ability by accident early on, and thought it was funny, so we tried to turorialize it by making the second room have a bunch of gaps that could only be cleared by running right at them- but I think there are still a lot of distractions early on so it's hard to tell what's important. Definitely would have benefitted from more play testing!
Glad the puzzles were fun after you got unstuck
Fun game, solid simple art and animations. The rails mechanics are quite fun as well. Some issues with the interaction target. The jam theme seems a bit of an after-thought to the game.
Glad you enjoyed it! The theme doesn't come through as well as we planned for- the initial idea was about chain email, and taking over a datacenter to send more and more emails, with a sort of strategic/incremental flavor. But then we ended up focusing more on the puzzle aspect so it ended up feeling very different. I hope the cables at least count as "chains" :)
solid core mechanics, really nicely crafted puzzles, the looping/metroidvania style levels are great. physics are pretty fun and satisfying to mess around with. can see this getting expanded into a really solid puzzle game.
Thanks! The metroidvania element was meant to be stronger but just did not have enough time to build it out more, definitely something I could see expanding in the future