The design of the game, music, and art. It was a really good game for only 48 hours and there is so much potential to make a longer game. There were only few problems that I saw, like the characters going out of bounds or it just taking long time for the "hero" to get to the treasure.
Gottinn
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Thanks for the feedback! I think the problem with putting everything to keyboard is that aiming would then become more frustrating. Honestly with the number of keybinds, it’s pretty difficult to map them well. I think the main problem with controls is players only get about 5-10 minutes to get used to them, but with more time I think controls usually become easy to handle. Hopefully the experience wasn’t too hindered by them though!
Yeah mapping keybinds is hard haha. With three of the fingers already being used to move it's difficult to figure out a good way map 3 additional buttons. But seeing as the game doesn't really require quick decisions, I hope they weren't too bad!
Regarding the music, I agree it doesn't really fit the premise. Kinda wanted a less energic tune since these are puzzles and puzzles require at least a little bit of thinking, so a less energetic song seemed to fit. We could definitely try to find a better balance between the two though. We appreciate your feedback!
Cool mechanic! It's simplistic which is a great idea for a short jam and you executed it well! One thing is the levels can sometimes feel a little simple or repetitive as the level design is pretty similar. It might be cool to add other mechanics that affect the paper plane so that there's more varied movement!
Thanks a lot! Yeah with the color coordination I kinda wanted players to get stuck and try to remember what each button did. For example, there's a time when you must press a red button on the ceiling that not only lifts the player up on the other side, but activates a laser. I wanted them to realize that they had to press that button a second time to deactivate the laser. I do agree with the last level. I probably should have made it more clear that going down there is not the right choice haha! I appreciate the feedback!
Thanks for the feedback. I agree in most cases the collectable ability is pretty redundant, but there are cases when I wanted to force the player to move somewhere or do something before receiving those abilities. However, I wasn't able to accomplish this fully, so definitely would consider that. I agree that the swap ability is pretty powerful and I was considering to limit the number of swaps allowed but I decided not to. Locking the player is definitely something to consider.
And with controls, yes many have said they can get pretty confusing which I understand, but seeing as the game isn't time-based, hopefully it wasn't too much trouble! Again, thanks for the helpful suggestions and thanks for playing!
The puzzles are very well designed! They actually made me have to sit and think them through, and once I solved it, it was very satisfying. I think the only thing is the difficulty curve. After just 2 levels, there was suddenly a bunch of new elements to figure out. This wasn't too much of problem for me but I can imagine it could be overwhelming to suddenly see so many switches. Anyway, the variety in the gameplay/objective was nice and it was overall a great game! The "teamwork" puzzle was especially enjoyable to figure out
Really cool concept! I love trying to strategically place the cards, and the healing circle allows for even more different strategies! Usually I would put the coin right next to the player, but with the healing circle I would put the coin around the circle. Very creative and very polished!
I got to level 14 but died because of how many giant slimes there were in my deck. I guess I was supposed to use the discard mechanic? But I never really used it so I'm not sure
I loved this so much! The overall mechanic is pretty unique, and the puzzles that go with them are perfectly crafted. I was super impressed with how the pause mechanic worked! At first I thought it was just a menu/UI type thing and I was confused, but once I figured it out it worked really well! Wish there were more levels, one of the best games I've played so far!
My only question is what was the robot's purpose? I assume it's to show that you are controlling the tutorial thing and not the player, but other than that is it purely aesthetic? I think giving the robot some type of mechanic in the game could make this even cooler!
Concept and story is really interesting! I also love how satisfying the effect is when you kill a sheep or other thing (cow? moose? idk). One thing is the kill sound effect is pretty loud compared to the other sounds, so maybe balance the volume a bit? And some music! It would be great to hear a tune while murdering this field of animals! Anyway, with some more varied gameplay and such, this could definitely be developed further! Nice work for 48 hours!
Btw I think I got a score of 46? Really wanted to get 50 haha
Thanks! My intention was for the puzzles to be easily accessible by being able to switch back and forth between screens easily. I wanted players to be able to create a better understanding of the layout in their head so that they could make informed decisions and think about how to go about the puzzle. Anyway, I hope you still liked it!
Super fun! I love the chaos and trying to maneuver around two different set of enemies! I can definitely see this as being in an arcade. One thing though is I wish the movement was faster or the punching had a little bit more range. It's quite difficult to get up close to the enemies, so when there are a bunch of white enemies swarming you, it's much more difficult to destroy them all. Otherwise, really good entry!
Very creative! I think with more work this could be super fun! I think right now it's a bit too easy to just click restaurant first, then customer. It usually always works out. I think what would be cool instead is giving us time to click on the actual paths we could take since there are so many, like it's a maze! It would force us to actually think about what we were clicking. Still, a great concept and I hope you keep working on it!
I really like the mechanic and it's executed really well. I really enjoyed figuring out the levels. My only complaint is that there's a lot of running back and forth on the first iterations which can get pretty boring and long, so when I mess up one of the iterations and have to restart, I would have to redo that long walk. Otherwise, this was a great entry! I enjoyed playing through it!
Super innovative! I've never seen an idea like this and it was executed well! I got stuck on the bomb level, I just didn't know how to deal with them. I tried using the top border to destroy all the bombs but I only got 2/3 of them. Also, selecting and dragging the borders was sometimes inconsistent but that's just a small thing. Overall, I see lots of potential and could see this being developed further!
I actually really liked this concept! Wish there were more levels! I think it would be nice if we could visually see timer or be allowed to switch between player and builder ourselves. That might help with having to wait for the timer to exhaust before switching roles. Regardless, I think this has potential for some great mechanics!
I really like the mechanics! Puzzles were fun and it was satisfying solve those tricky puzzles! Some felt a little easy but getting that good balance is difficult in just 48 hours. I absolutely loved the mallet it felt so good to use once I figured it out!
In turns of presentation, I think it would be good if the music kept looping even after restarting the level. That can be tricky to figure out but it really improves the experience! And of course there were still a few placeholder objects instead of the art, but under tight time constraints it's understandable. I had fun either way!
Very nice execution and mechanics! I liked how I had so many options for how to attack the dinosaur. Only thing is that I would only use 2 or 3 of them because they did the most damage so maybe some balance would be good for the cacti! In the future, you could require the player to first unlock the different options to attack which could be fun!
Yeah when playtesting some people had problems with the controls. I tried to match the control letter with what it actually does but it's difficult having so many. I also needed a way for the player to aim, so I thought the mouse was the easiest and most intuitive way. And since shoot and dash come into the game at the same time, I just put the dash on the mouse as well. I hope you still enjoyed regardless!
Thanks a lot! I actually intended for the game to be played this way so that players could try to learn how the level works and how the different screens interact! Although I definitely understand where confusion comes from which I guess is the nature of a puzzle game so hopefully it didn't hurt the experience too much!
I like the concept! Has lots of potential! Controlling the ship is actually a lot harder than I thought, which meant I fly into enemy ships a lot haha. I think adjusting some of the values in terms of the ship's acceleration would definitely help with moving around more comfortably. Also, bullet speed could be higher since at times I would be going faster than the bullet! Anyway, it's a cool design and I hope you continue working on it afterwards!
So unique! I liked frantically clicking the cheer buttons as they appeared. I did have a small problem with the screen size, as a couple of the cheers were just barely reachable on the screen so I couldn't see them well. This might be due to my screen size but not sure. Also, progress felt really slow and it felt like I was barely inching forward on that bar. But once I filled the whole bar, nothing happened! Some sort of win screen could make it much more satisfying to play. But overall I really like the idea and it was really nice for 48 hours!
The animation/cutscene at the beginning was really well done! It really set the game up well! Unfortunately I got stuck on one of the colliders I think? It was after cleaning up the 2nd destroyed pot. I just couldn't move anymore
Retried the game and fit worked and it was pretty cool! I think it would be good if the player could still move while the pot is being formed. Also, it's a little hard to understand what to do at first, so a quick tutorial could help a lot! I can tell you put a lot of work into this project and I hope you enjoyed the process!



