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A jam submission

MooselutionsView game page

Explore a puzzling forest full of cute (but pesky) moose who anger easily.
Submitted by Ted Bendixson (@TBendixson) — 6 hours, 36 minutes before the deadline

Play game

Mooselutions's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#194.1604.160
Audio#953.5803.580
Overall#953.7953.795
Visuals#1583.4003.400
Authenticity (use of resolution restriction)#1794.0404.040

Ranked from 50 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you work in a team?
We are a team of three people, each with fairly specific roles.

Music and Sound Design: Niall Reynolds.
Artwork: Chris Wu
Programming: Ted Bendixson

Overall, we would say it has been a fun experience. I think the team worked well together, and we seemed to have natural slots for everyone's abilities.

By design, the team has complimentary skill sets.

Was the resolution a challenge?
The biggest challenge is clearly communicating gameplay ideas with so few pixels. Since this is a puzzle game, you can't communicate a gameplay idea that requires a ton of detail or you will lose players.

For example, how do you communicate the idea that the moose will charge at you and you can't move into a space where he will hit you?

With this constraint, we had to rely on solid colors and layering of sprites to get people to understand.

We couldn't use an arrow to indicate the direction the moose would charge because it is possible to stand directly in front of a moose while it is angry.

Interestingly, I think the constraint led to us making better decisions than we would have otherwise, since there simply was no option to solve a problem by using highly detailed artwork. We had to pick the simpler thing.

The other challenge is the relatively small tile map. With just 8x8 tiles, it's difficult to come up with many interesting puzzle ideas. It really forces you to cram puzzles into a tiny space and to work with what you have.

We still came up with some interesting puzzles that fit into the space, but I think we could come up with some better ones with a slightly more expanded tile map.

What did you learn?
It's hard to get a game to work well and look good when it is contained inside of a webpage. We did a bunch of game engine work before the jam started, just to get a head start on working with Web Assembly.

That said, we still did quite a bit of HTML / CSS and browser support during the jam itself, and I think some of that work could have been avoided and spent on more game-specific things.

Also, having to use raw WAV files for the audio can be quite limiting, and in the next jam I want to make sure our web-based game engine supports compressed audio formats like mp3/m4a etc.

That way, we can cram more sound into the game without increasing load times.

On the organizational side, I think it was really helpful to quickly pick a game idea early on and just go with it. We had settled on the idea by day one, and just ran with it the whole time without going back and questioning it at all. The team had good cohesion in that regard.

We also learned that spending roughly 1/2 of the jam on polish is the right mix. We had more or less wrapped up gameplay by the end of the first week, and then we spent the second week doing nothing but polishing it.

The amount of time given, two weeks, was kind of ideal. Two weeks is enough time to scratch the surface of a new gameplay idea, to suggest that there might be something deeper. You do the gameplay in the first week, and then you polish the second week.

I have learned that I probably wouldn't want to do a shorter game jam since I would be rushing to do gameplay and wouldn't have much time to polish it. I would have to choose between exploring new gameplay or having something nice and polished, which sort of defeats the purpose of a game jam (in my opinion).

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Comments

Viewing comments 31 to 12 of 31 · Next page · Last page
Submitted(+1)

Very cool that you wrote an engine in WebAssembly–I’ve been learning it and am hoping to get there myself. I enjoyed the small tile map constraint you point out, small enough that as I was playing in the back of my mind I couldn’t help thinking through the possibilities and then enjoying each next level even more to see what you came up with. Also enjoyed the harmonics-heavy music, and that the moose sound was relatively quiet, still a moose cry but overall the game stays meditative. And the graphics too. Seems like you put together a great team.

Developer

They are a great team. Super grateful to work with them

Submitted(+1)

I had a lot of fun with this game. I have made a top-down tile-based puzzle game in the past and can attest to how difficult it is to make puzzles that are challenging to solve while still feeling fair.

Submitted(+1)

I liked leveldesign - never had any problems with understanding how new mechanics works.  Nice diffuculty curve.

Submitted(+1)

Wow this was lovely! This game is expertly designed. The puzzles are satisfying but never completely opaque as far as the solution goes. I love that the solution space is generally obvious to the player (if there are 3 moose then there are only so many ways I can approach a level) so a player can brute-force their way through a solution if necessary. I loved the way the moose interact with each other, moving and rotating each other.

I also love how little the game needed to explain to the player. The game is so readable and self-teaching, it's so great to play a game whose design gradually reveals itself to you. The last puzzle was especially satisfying, since it felt like the solution emerged in front of me as I tried different movement combinations.

Awesome job!

Submitted(+1)

The level design in this game is incredibly impressive. I love the way you're introducing and presenting these mechanics before using them in increasingly complex ways. The puzzles themselves are challenging but not unfair, which is especially impressive considering how simple the mechanics behind them are. Well done.

Submitted(+1)

Awesome puzzler, got stuck a few times but eventually beat the game. Very well done all around, fun to play!

Submitted(+1)

Neat! The puzzles were very interesting!

Submitted(+1)

Great game man! I liked the mechanics you guys used to make the puzzles, good job!

Submitted(+1)

I like the puzzles :) and the controls are very intuitive 
Great job!

Submitted(+1)

I love grid-based puzzles and I definitely love this game. Perfect execution and great difficulty curve. The turn system is a little buggy but it is not really a problem. 

Good job!

Submitted(+1)

Delightful little puzzler with a wonderful aesthetic, in particular the music. Smooth learning curve and I loved the congratulatory moose at the end!

Submitted(+1)

A nice take on classic puzzle mechanics. Difficulty is quite balanced and the soothing music in the bg helps you focus and solve the levels. Good execution of the concept and fun to play. Excellent entry!

Submitted(+1)

I like that the puzzles got a little more intricate as they progressed.  At first I thought it was going to be too simple, but I'm glad I stuck with it.  Nice job building mechanics on top of other mechanics.

Submitted(+1)

Nice game, a bit short, I wanted more puzzles!! 

Submitted(+1)

Nice game! The later puzzles made me stop and think, but weren't too difficult once I looked over the level. The prefect difficulty!

Submitted (1 edit) (+1)

Interesting take on the Sokoban concept, having the boxes move on their own. not sure if it was a bug but got 2 moose onto the same grid position on the final level but was still able to complete it, only one moose charged from the spot when triggered.

Great puzzle game

Developer(+1)

lol, probably a bug. Thanks for playing!

Submitted(+1)

Fun and easy to learn (but not too easy to solve!) puzzle game. Nice (almost rule compliant) graphicsand decent music that doesn't get in the way of thinking! I had some crackling/popping in the audio not sure if that's something anyone else has noticed? I'm using Firefox on Linux.

Submitted(+1)

Awesome game with very creative puzzles and a really fun base mechanic! loved it! Only problem it had was sub-pixel movement

Submitted(+1)

Short and relatively straightforward puzzle game, The large section of the initial puzzles were very easy, the last two were a bit harder. A tutorial may have been useful, as it took a while to understand how the moose were supposed to interact with each other. Unfortunately, the game was not true 64x64, you can tell from the gradual deceleration of the player, but most of it follows that rule. A short but decent experience overall.

Developer

You know it's funny, I was thinking the exact same thing while I was putting in the smoother movement animations between tiles. Is this truly 64x64 if you can move an 8x8 sprite in between pixels? Oh well, too late now. 

Submitted(+1)

I think you succeeded in communicating the gameplay ideas really well considering the limitations. The game has a very well executed core concept. Also thanks for the in depth write up about challenges, it's cool to see other people/groups perspectives.

Viewing comments 31 to 12 of 31 · Next page · Last page