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A jam submission

BindView game page

Bind stuff and make way Sokoban-style
Submitted by neonflowr — 1 hour, 16 minutes before the deadline
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Bind's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay Polish#43.6533.875
Engagement/Fun#63.7714.000
Presentation (Aesthetics, Audio, etc.)#113.8894.125
Overall#183.2213.417
Originality/Creativity#212.9463.125
Magical Girl Concept#282.7112.875
Theme Interpretation#332.3572.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the Magical Girl Genre?
The protagonist is a magical girl with a binding magical power

Which theme(s) do you pick?
Phatom pain

How does your game fit those theme(s)?
The setting is a haunted house with phantom enemies (kinda)

If you follow any of the optional challenges, elaborate as you like.
There's a tiny bit of stealth dodging

Were the assets for your game made during the jam? Elaborate as you see fit.
All art, programming, music was made during the jam. Sound effects are taken from freesound.org.

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Comments

Submitted

I think the game is very good but...I got stuck on one of the puzzles and couldn't progress at all. I probably just suck at this type of puzzles.

Submitted (3 edits)

The game packs a lot of ambience for what seems a minimalist design at first glance.

Regarding the difficulty spike mentioned by others, I want to add the context/defense that while, yes, the complexity would suddenly ramp up, each underlying mechanic was properly introduced beforehand. We were never overwhelmed with new info or even thrown two new things at once. I do not see any flaw in the design. Though I guess a gentler difficulty curve could retain more players, which is far more important than what I think.


Feature suggestions that I would have personally benefitted a lot from after getting stuck and needing to come back a different day:

  • Level checkpoints.
  • Limited-use (once per restart?) undo button.

But I understand how that second one could be seen as undermining the challenge of the puzzle.


This may be intentional design, but:

Block C moves when I push B but block A did not despite the link.


“Est. playtime: 10 minutes” Is this a taunt? Do you wanna fight

Developer

Thank you for playing and leaving such detailed feedback! We are making a level picker and an unlimited undo system. Coming soon. 

As for the peculiar case you mentioned, it is somehow both intentional and unintentional. The consequences of the binding can be weird sometimes. Internally, bound boxes get moved by binding only when a bound box is directly moved by the player. In this case box C is moved, but it is actually being moved by box B being pushed by the player, so that's why block A doesn't move.  This is somewhat unintuitive as it is so it is subject to change in the future.

As for your last point. Well, it was but an estimate! I'll check out your submission.

Submitted

That implementation makes sense, was just pointing it out in case the behavior was unintended.

It can feel unintuitive on the very first impression but it also immediately communicates how the power works (and how it doesn’t). It’s good.

Thanks for looking at my game, the estimated playtime to win is 1 minute 19 seconds.

Submitted(+1)

Very clever piece! Definitely gets very challenging, very reminiscent of puzzle games like Awaria and Helltaker. Thankfully no move limits, but very solid piece overall! 

My one critique is that the music can get rather repetitive over time. 

Submitted

I quite liked it! As with the other comment though it does get quite hard from one point haha! Cute art style and all mechanically sound so good work :D 

Developer(+1)

Thank you for playing!

Submitted

I had fun with this one but the difficulty curve is steep. Some of the puzzles are way too difficult for a gamejam project. I think introducing some smaller puzzles sprinkled in-between certain levels would go a long way. Overall nice game though. I like the artstyle a lot, and the ethereal vibes the soundtrack brings.

Developer

Thank you for playing! Time was tight near the end but it was definitely on the agenda to have a bit of padding between the tutorial puzzles and the difficult ones.