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Congrats on finishing your game for the jam!

Your concept is simple and straightforward - perfect for a game jam. And it looks like you were able to execute on it well! Controls work nicely, and your presentation, both art and sfx, are fitting. The pip-text is a bit difficult to read at times, but there's not too much of it. 

The biggest deviation from the grid-based movement puzzles I see are the moving spikes, adding a bit of real time to the game. With grid based games, especially puzzles that encourage you to take your time to think, I try to avoid real time elements as that directly contradicts the time to think you're supposed to have. It's not bad here, but the designs oppose each other, making it a bit more challenging for you to design. Like Mark mentioned on his stream, it might have been useful to telegraph the moving spike paths in some way - such as scratch marks on the ground, or even different colored tiles. 

Having to restart on a failed puzzle is a real downer. I made it pretty far on my first go through but didn't want to redo everything after one death. For your next jam, work on making player failure a less punishing experience, whether that be checkpoints in an action or platformer, shorter levels for puzzlers, or something else. 

Good job completing your jam. Keep learning, keep improving, and keep making games!