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Nothing stops me from just double clicking the glyphs and getting 110 moves under par- you don't have to get all of the pieces to end the level! If the level restarted when you haven't gotten all the pieces but used all the glyphs, it would make more sense--I feel that when a game has a "par" for each level, that should replace the "score". In this game, you can maximize moves under par or maximize score/game pieces (which I shall call crystals) destroyed--there is no reason not to do either pointless thing (taking any amount of moves you want to get the highest score, or taking literally 0 moves to get an okay number of points) without a restriction. The restriction I'd suggest is either have only a certain number of moves allowed (and keep score), or have the level finish only if the player gets all crystals (and keep par). Maybe create two modes? One for par, another for score, heck, why not add another for time or longest chain in least amount of moves or something... (I did not mean to backseat drive...I just love puzzle games...)

The concept is fascinating, and the game has a lot of potential. I really enjoyed playing it! Good luck with other jams and future games!

Thanks for playing! Yeah, the idea was to see if you could get all the pieces, and how far over "par" you were. Playtesting restricting one or the other, while making the rules more clear, seemed to frustrate people faster. I do wish I had gone with my gut instinct of simply giving you a max number of moves per level to try to either destroy all pieces, or get as many as possible (and get a rating based on how close you got). In order to make things easier, I accidentally created an experience that wasn't super...compelling, I guess?

Thanks again for taking the time to play! Hopefully one day the theme will be "fix an old game jam game" and I'll breathe some new life into this :)