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A jam submission

A Moving ExperienceView game page

An exciting and intricate block-pushing puzzle game
Submitted by Oscar Newsome — 2 hours, 40 minutes before the deadline
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Play experience

A Moving Experience's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#4293.6563.656
Originality#6343.7503.750
Overall#11363.3753.375
Presentation#26532.7192.719

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Boxes of the same colour will move together when pushed, and the puzzles incorporate the joining of multiple puzzle rooms working together.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Viewing comments 25 to 21 of 25 · Next page · Last page
Submitted(+1)

Clever block pushing puzzle! Moving the blocks between rooms is very clever! My only criticism is that you can sometimes get stuck and undo doesn't seem to work between rooms, but that's a minor issue

Submitted(+1)

Fun little puzzle game with nice twists, but I felt that the backtracking got too extensive at some points. I also got stuck in unsolvable configurations sometimes (even with the undo), so I didn't feel like finishing it in the end. Except for that, the rest of the game seems quite well polished :)

Submitted(+1)

This game is awesome. I don't really know how to write this, but I'll try: It looks like the game had gotten everything it needed developed in time: It has great music, good sound, nice graphics, and it's polished as well and has rewind and a pause menu. No aspect was overlooked.

But the most important thing is gameplay, and it nails that as well. The puzzles keep surprising and actually had me thinking, I'd love to see a post jam release with more levels. Fantastic job.

Submitted(+1)

I liked the direction of this game! A simple baseline mechanic turned into a connected location-wide puzzle is surprisingly tough to execute well. One of the issues of that is the amount of variables; and, in my opinion, such an issue undermines this game too, in two ways.

First, as a designer, you end up having too many things to keep in mind. Every puzzle connects to every other puzzle, and this eventually limits you. Worse yet, it can make the whole system fragile - while somewhat remedied by the undo button, if something breaks in room A based on the player's folly in room B, there is little salvation. I ended up softlocked like that in the twisted corridor on the top right of the map, but I am unsure if there are no other places like that.

Second, as a player, if a new challenge demands that you backtrack several rooms to flip the switch to open the path onward, you might feel smart about remembering where it is; but if you need to do that backtracking multiple times, and if the results are not always easily visible (one is unlikely to remember just how far right the blue box needs to go, for example), this would only increase. I do not see a remedy to this, not immediately, at least; but the small size of the game sure does help to alleviate it.

So, in a way, this game suffers from growing out of a system that gets harder and harder to handle the longer it goes. Perhaps, a way to lock the dead ends opening rocks in place could work. Perhaps, an ending could be placed just after you use the green rocks to open the door to the next puzzle. But the idea is ambitious, and it is clearly handled with utmost care; and that I certainly respect.

Submitted(+1)

Ah, and as an end note: perhaps, adding basic symbols as well as colour would be useful. Recall Mark Brown's video on accessibility - and beyond just the colourblind, such a change would also be helpful to those who easily forget what block they need to push.

Developer(+1)

Thanks for the very comprehensive and detailed feedback, it's very valuable to me. I think you're right about a lot of points. Whether you could tell or not, I tried in many ways to prevent soft locking in my design, but it was hard with how the game inherently works, and the little time I had to do it in. I certainly agree with adding symbols for accessibility. Thanks for playing! 

Submitted(+1)

Very cool game. The puzzles were definitely hard and sometimes it took me a while to solve them. Great game!

Viewing comments 25 to 21 of 25 · Next page · Last page