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 This game is pretty solid and fits the theme and the wildcards used (It fits the conditions for all three). I think the concept might get old beyond the levels that are there but because of the game's length it doesn't overstay its welcome.

I do like that the game encourages you to get the medals at your own pace and preference rather than punishing you for bad play. 

I think I would argue adding a simple timer that increments per successive connection might be worth experimenting with in order to add tension for the casual player. Right now there's no penalty for playing slow but I do like the current build that lets you play it without penalty. I suppose this current mode would work well as a cheat mode?

I really like that all the levels are unlocked from the beginning for the jam build. My favorite level is Level #4. I do think giving the levels names beyond just Level numbers would add more to the personality and give each level a character but that's a minor thing. Level 4 is my favorite because of how every tile only needs one rotation to snap, so it's possible to chain up a lot of tiles using only one click. I then went back and noticed that nearly all levels could be completed with each tile being rotated only once.

Perhaps a possible fail condition if the idea is expanded is rotating it the wrong way would lead to losing a life or ending the level.

The UI is sleek with the animations and I like the level selection screen. I think that's well done. The music mixing is a bit loud however. The credits screen is also pretty neat. I do wish there was a way to view the controls again after you see it for the first time. I currently use the mouse to play and now I am unsure if there's another input method.

Arguably due to the fixed levels, it's entirely possible if speedrunning this game to simply memorize button inputs once a level is 'solved' and solve it that way. I don't know if this would be considered a flaw in its design or entirely intentional and it's not a clear cut matter. I would argue that this game has a very low skill ceiling because of it. If the game were to be expanded into a mobile release, I think an Endless Mode w/ randomly generated tiles would probably be the way to go to keep a consistent, unpredictable challenge. Regardless, it is fun to try and get faster at the levels though and for the scope of the jam the current design works well

The juice is great. It's not overwhelming that it overtakes the clarity of what is going on but hearing the tiles connect together is pretty satisfying. The voice acting is good too and I like the medal system.


I read an earlier comment that talked about a possible tutorial but I think the game's concept is simple enough that I think it doesn't need one. The current levels all serve a good introduction to the concept.

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Thanks for the very detailed feedback. The thing is, the levels are hand made on purpose. The whole concept is to integrate the pattern of a level in your muscle memory and try to execute it as fast as you can, to win a medal. And at least with my play-testers, that worked really well, they wanted to play a level over and over again just to get a golden medal with that perfect streak that seems to feel very satisfying. Of course you can complete each level by just spamming one direction, but that's not the point of the game and wont get you any medals.

I wanted to implement level unlocking with medals, but didn't have the time / motivation to do so. I guess that was a big mistake, because players seem to just play trough the levels and... calling it a day, missing the whole "point" of the game, which is to get the best time .