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A jam submission

Shutter LabsView game page

Puzzle platformer where your abilities are picked by a dice roll
Submitted by Tarodev — 1 hour, 43 minutes before the deadline
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Shutter Labs's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#764.1964.196
Creativity#974.2174.217
Enjoyment#1204.0074.007
Presentation#1504.3624.362

Ranked from 138 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?
Roll the dice to complete puzzles

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 60 to 41 of 88 · Next page · Previous page · First page · Last page
Submitted(+1)

I am a fan of Mental checkpoint and watched the video after playing. I would love to see a fleshed out version as there's a lot of good ideas. 

I would mention issues, but you've covered most of them in your video, but here's a couple thoughts. 

Another interaction you may have missed is using Sentience as a double jump, as you can stand on it and lift yourself off the ground, then jump. 

In terms of puzzle design, I would like to see levels that need more than 1 ability to solve. I think the design space is there to be explored, but understably not explored fully for 48h.

Once again mhch love to Mental Checkpoint. Was a lovely surprise to see a gmtk jam from you, and I enjoyed seeing the development process. 

Developer

The sentience mechanic is interesting! The damn cube floats all over the place but you certainly could use it that way.

Submitted (2 edits) (+1)

Had a lot of fun completing this game !

The "narrator voiceline" power is definitely making the experience much better, but it being a manually triggered action meant I often forgot to roll the dice on the yellow face, most times I remembered before triggering the next room but I missed several voicelines unfortunately. I can only imagine the laughs and tears I would have shared listening to those, the deep thoughts and introspections following the wise advices... 

Had a few bugs but nothing that was game breaking thankfully, despite trying things like swapping with the dice while holding it haha.

I probably cheesed a lot of the puzzles, picking up the dice through doors or using the wrong ability to complete the level, but that's not necessarily a bad thing, made my experience more special and funnier.

However I do think that with all those abilities, there isn't enough variance to really justify them. A lot are interchangeable in multiple puzzles, which kinda makes the abilities feel less useful. 
If the focus is to make a puzzle game I think it's really important to nail that aspect of each unlock completing a gap in the player's action set, even better if you didn't know you had a gap there and you jut discover a whole new set of possibilities, mind blowing style.
For a more adventure type of game though, it's less important to have tight mechanic design and the slight overlap between the powers means it makes it easier for players to do what they want because they don't have to think and remember of the single ability that allows them to do the thing they want, but that also means puzzles relying on those have multiple solutions and are generally easier to solve, while also being less different from one another (the abilities do similar things => the actions to solve the puzzle must then be similar too), and might make it less interesting because you can spam the same solution on multiple puzzles in a row.

I feel the latter is what happened, there was many ways to deal with each level, which makes the level design much harder to do as the amount of possibilities you'd have to account for and design around is too high.

Also does not help during a jam to have that many mechanics as you don't have that much time to polish, which makes each ability less polished overall.

Still had fun trying to solve the puzzles in not the right way, throwing my dice at rockets and rolling times and times again to try and get it to roll on the face I wanted rather than the one the game was trying to enforce.

One major disappointment though : when I got the green ability, I immediately went back and managed to get up in the hallway in the deceptive crack room and was met with this obnoxious dead end : 


Now I can go back watching the devlog :D

Edit: also, missed opportunity to name it Rolling Shutter Labs

Submitted(+1)

Written as I watch the devlog :

Seeing in the video the doors are supposed to close once the buttons are not pressed anymore, that was not happening, would probably have made a couple puzzle slightly trickier

The charged throw I had no idea was a think, a normal throw got the dice across, and this mechanic would have helped me cheese the final magnetic level, sad I did not find it

I also used the sentience ability mostly as a jump boost rather than to make the dice move to a button

The first time the turret can attack the player, I was running by picking up the dice and immediately throwing it again and crossed the room before the turret started firing, found it weird so I went back and waited a few sec for it to actually fire, which gave me time to re roll for the voiceline, but did not end up using the sentient decoy at any point

Cleared the first teleportation room the same way as the first sentience room, using the sentience as a jump boost and crossed the hole in the wall myself, even catching the dice mid air

I actually solved you favorite level by using the sentient ability too, but never got underneath the glass, I rolled it from above and the dice went through it, and as the buttons never released for me I could just immediately pick it up and continue on

Solved the first magnetism level by falling down the pit and throwing the dice with teleport on high enough for me to just walk out on the exit side,
the second one I simply threw the cube up to the ceiling, again I suppose the button was supposed to turn off once the dice fell off but yeah, it didn't

Finally, changing the dice recall to be a teleport might bring confusion in the level with the blue wall and two pressure plates, as it made sense you were not able to simply recall the dice from the other side as it would move toward you and hit the blue wall, but if it teleports it now makes this level extremely easy (well, not that it was hard as I did exactly that but instead of recalling the dice through the blue wall I did it through the door which worked very nicely)

Would be happy to see a revisited version with more polish, could definitely be a fun experience !

Developer(+1)

It was a joy reading your experience before and after the devlog. Hopefully the steam version will give you everything you wish (I promise we'll do something with the easter egg room).

Submitted(+1)

got stuck in the level you need reflexes cause I run the game at 5 fps. still fun though 

Developer(+1)

The fact you got that far playing on a potato shows dedication

Submitted

Yeah I need to get a new pc, but I am more of an Xbox guy.
Setting menu will be blessed next version 

Submitted

Really cool idea, and pretty well polished! Sadly I couldn’t finsh the game because I got softlocked in the room where the cube is picked up by a laser after getting the green ability. the cube vanished, and my character got stuck in a loop while rockets kept spawning and just getting stuck on the floor

(+2)

Dice was hard to roll around, and maybe instead of having ex. 1 ability and 5 empty ones, have one ability on all 6 sides, and then when you get more abilities half and half etc.

Developer

...dude, that's a good idea

Submitted (1 edit) (+1)

Pretty high quality looking game and interesting concepts. I found my self getting stuck a lot though, for example I died to the rocket and then it just spawn camped me over and over. Then I fell in a pit with the dice and had no way to get myself AND the dice out. I could launch myself out but then to get the dice to teleport to me I had to run into the rocket room, where I die, so I was forced to quit. I feel like selecting powers would be less annoying if the dice spun a bit more in the air and I could nudge it with my player. Otherwise, cool visuals and a nice take on the theme!

There is a pretty huge bug where if you die when your die is starting up a power, the die just dissapears. This then causes another bug that if a rocket locks on to you while you don't have a die it stops you from moving or anything that isn't looking around.

Furthermore, getting the power you want is cumbersome, which may be what you want but I just find it annoying. Also, those rockets should burn in hell. I don't know why you added them, but they are the bane of my existence. They made me have to restart twice.

And lastly, some of the puzzles doesn't make sense. Not the bomb ones. Those are clever. I like how you make the eye follow that door up top with lights that way you miss the cracked wall. No, I'm talking about the swapping puzzle. How are you supposed to actually solve it? At first, I just glitched the box on the other side. Then when I had to restart I tried the puzzle again, stuck. I then decided to just jump on the box, jump on the door, and then jump over the little slit above the glass. Either of those doesn't feel like the solution. Your puzzle is so hard/confusing that I found a speedrunning strat before the actual solution. If the actual solution is what I described, then you should make it easier to tell.

I was excited at first, but I feel the game is the equivalent of wading through mud that sometimes doesn't let you move in it. And when you do move in the mud you are not sure how you did. 

I know it's a 48 hr game jam for a game that's more about telling you about game design, so I give it 'Cool idea, needs polish' out of 10.

Submitted (1 edit) (+1)

Fans of Portal will always get my vote :D even the game graphics looks like it was made in Source which was very impressive. The commentator also got the Wheatley vibe down, wish there was a Glados type (but with 50 hours dev time, that's wishing too much). Congrats on finishing the jam !

Submitted(+1)

The graphics and mechanics are so good! The concept is really cool and the presentation was excellent. I wish I was able to implement as good a tutorial! Awesome work!

Submitted(+1)

Mmm, this game is so good! I love the variety of puzzles and mechanics, and the meta dev humour is much appreciated! Almost feels like I'm playing Portal again for the first time.

Submitted(+1)

Great prototype with lots of content! I love the voice lines and the cube abilities are interesting and fun to use. The tutorial was nicely integrated into the game and I knew everything I needed to know in under a minute. There are some issues that I've noticed, like the sound volumes being all over the place and the rockets being very difficult to dodge. It's clear it was made under a very strict time limit, but for what it's worth this is still one of the best!

Submitted(+1)

That was fun ! Pretty cool level design, and great portal-like aesthetics ! Sounds are quite cool too, especially the narrator, but there might be some mixing problems, some effects are way louder than others, and the first time I used the green face, it was like a jumpscare

I find the concept original, but I don't think it is really used at its advantage, the dice feels mostly like a clunky way to select powerups, it's your level design more than the concept itself that make it interesting. That means a lot about the quality of the level design !

I got a bug at some point, where the cube disappeared, I think it happened because I managed to grab it during the death animation.  

PS : I love your videos, you taught me about so many little unity and C# tricks ! I did not know you did game jams, that's awesome !

Developer

Glad you enjoyed it!
This was my very first jam actually :D

Submitted

An awesome Portal-inspired puzzle game with a huge amount of content for 48 hours! Really impressive, the way you tutorialized the game's mechanics so effortlessly through gameplay was inspiring. Had some niggles with the rockets/the physics of having to roll the dice for the ability you needed, but those were covered by other commenters it looks like.

Big fan of the channel, hope you guys score highly! You deserve it!

Submitted(+1)

You nailed the "Portal" vibe very well with the aesthetics and overall feel. Also, Nick's voice narration was absolutely hilarious :D

It's an incredible amount of rooms/puzzles you managed to do in such short amount of time, which means you don't have to sleep at all or have 30h days, either of which is cheating ;)

The one bit of criticism I have is audio mixing: in my opinion music is way too quite while some sounds (like getting new power) way too loud.

Cheers!

Developer(+1)

Agreed, the audio was an absolute mess, lol!

Submitted(+1)

Really cool game, made me miss a time when first-person games didn't have to be shooters... presentation is amazing and everything is slick and smooth!

Developer

We almost made it a shooter >< Lucky!

(+1)

I really enjoyed this game (even if i were struggling a little hehe), amazing work for only having 48 hours to make it. 
So much detail went into this game, I was very impressed when I noticed the cube had scratches on it when playing the second time around.

Developer

Thanks Mandy ❤

(+1)

I really like this game, the portal feel is there and the dev commentary is really interesting.
There were some bugs but I am sure they will be fixed after the jam ends. Maybe there can be some mainframe like glados or the cube telling the player what to do when introducing new things and mechanics. I found the dev commentary about the pillows and box sound effects hilarious :D 

ps. i managed to skip the exploding bridge by just jumping over to the other platform :D

Developer

I love hearing about people abusing the levels :D 

And yeah, nick was like "brb I need to go make some noise" 😂

Very nice game, basically like portal. But without portal-gun. Game has fun powerups for the cube-buddy, to solve levels. One thing I didn't like in this game is the rocket that is following you whole time. Game also has bugs with collisions. For example when you are collecting "AI" powerup. In few levels there a way where you can just jump over the wall, with your cube. Or with little bit of "parkour".

Game itself is fun, but if it there would be the portal-gun, would much cooler.

Game has lack of level design, puzzels are solving very fast. 

Graphics in this game are cool, would be much cooler if there would be settings.

(+1)

Finished the game and my reward was a clip of taro's magnificent beardImage

------------------------------------------------------------------------------------------------------------------------------

Final Score: -∞/5

 +1 Noice Puzzle Levels!!

 +1 Noice Concept 

+1 Thick Juicily Companion Cube

+1 Noice Voice Hints

 -1 No Googly Eyes, funny IK legs and arms in Sentience (Brain) Mode

+1 Taro's Beard

-∞ There was noting in the forbidden hole

Developer (1 edit) (+1)

I look so damn scruffy there. Man was I tired... Meanwhile nick is looking fresh and ready to go.


Edit: lol, that video title...

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