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LaptopCoder11

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A member registered Mar 30, 2020 · View creator page →

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The mechanic with not resetting the player location is interesting, although it felt a bit underutilised (same with the diagonal movement). 
I feel like leaning more into the Sokoban mechanic of having to put the boxes into the correct place first before reaching the goal would have helped with this, as it would open up the design space a bit more than just goto a location and reset, -something to think about if you decide to make a post-jam version.
Music and SFX are good, without feeling too repetitive.

I did like the flavour text at the top (although the hint for level 9 could have been subtler instead of directly telling you the solution)
How exactly was the meta puzzle supposed to work if you did implement it?

Thank you for the detailed feedback.

  1. You can reset any room from the pause menu. 
  2. The concept of the third level is that the doors collision is bugged and so you must use/discover the undo bug to get around it. Not sure exactly what you mean with 2 new mechanics? You only need 1 of the 2 here. 
  3. I agree with the fact I probably needed some way to hint at going to another level (doesn’t have to be previous one - they are all unlocked for a reason and can be completed in any order it’s not a linear set of puzzles ) this is why I rewrote the description with some extra hints. Maybe shouldn’t have numbered the levels or something.
  4. The 4th level can be completed without anything new (actually turns out the entire game can be completed using only the single main mechanic, the pause bug is never required oops)
  5. In most of my puzzle games I try to make the tutorial wordless and through the level design, although I feel in hindsight that maybe that doesn’t quite work here due to the mechanic being a bit abstract and difficult to discover. - although it does still seem to work for some people.

Great visuals with a relaxing vibe and a simple but interesting puzzle mechanic. I would have liked to have a level select of some kind so I didn't have to replay the previous levels when the restart caused the level elements to duplicate (or some other way to undo that effect).
The glitching effects were a nice bit of visual polish.

Fun gameplay, if a bit frustrating at times when it didn't jump as far as I thought it would, but I think that was the point. Good visuals as well.
I was a bit disappointed that there wasn't actually a boss fight though, would have been interesting to see how that could have worked mechanically, although the ending does fit the theme well.

Simple but fun, the fact that the collisions offset's were consistant was a good way to keep it fair / not require too much guessing while still feeling buggy and unfinished. Not sure what all the different platform types were supposed to do if they did work though (I think blue = horizontal movement, green = vertical movement just from the level design, not sure about the others)
Also having the debug mode show the colliders was a clever thematic way to have an easier mode.

It's a door that opens when a box is on the button.
But the collision is bugged, so you might have to find another way around it, maybe some of the other bugs could help?

(1 edit)

Thank you for the feedback!
I've updated the description to hopefully encourage going to try another level if you get stuck as well as a few mechanical hints.
It's difficult to tutorialize these mechanics while still making them feel like unintentional bugs or oversights, which was part of the initial idea.

(2 edits)

Levels 1 and 2 are solvable without using any bugs. The main mechanic is suppposed to be (rot13) Gur haqb fgnpx qbrfa’g pyrne hagvy n yriry vf fbyirq, nyybjvat lbh gb whzc orgjrra yriryf naq fgvyy haqb. I did try to hint at this by having the move counter, but in hindsight I probably should have made it more clear. (The idea was since you can’t complete level 3 you go to another level and discover this). It doesn’t help that the levels can be cleared in any order. Maybe I should add some hints to the page description for now?

Thank you!

Thanks for playing!
When you form a multi-room loop it makes all the connections it went through permanent (in a single direction), so they can't change anymore (except for being temporarily overwritten by statues)
The tutorial/hint notes were added last minute as I didn't have time to make the tutorialization more indirect(through visual cues, etc), which was part of the original idea.

Thank you!

Second way hints:
Qb lbh xabj ubj gb npgvingr gur fgnghrf?
Jurer pbhyq lbh cynpr vg bapr vg'f orra npgvingrq

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Don't worry about the door condition for now - in most rooms placing the boxes on the unlit eye symbols will work. (The non-circled dot is a marker for where you reset to, maybe I should change that to something else to avoid confusion?)

a2 is supposed to hint at how to activate eye symbols, which then allows progress.
(what makes the top 2 different from the other 2, could you get the other ones into the same state?)
Solution: Gurer arrqf gb or na bowrpg be jnyy ba nyy 4 fvqrf bs gur rlr flzoby gb npgvingr vg.

The statue turning invisible seems to be bug sorry- all of the rooms are self-contained -  you don't need to move a Statue out of the room it starts in.
Edit: This has now been fixed. 

You can get to a2 (from a3) using the knowledge you currently have.

Yes - Nygubhtu gurer vf nabgure jnl gb npgvingr gur rlr flzobyf gung zvtug uryc.

The next main progression point is e4. 

Hints for exiting d3 (downwards) in increasing order (rot13):
- Ubj pbhyq lbh trg cnfg gur jnyyf ba gur rqtr bs n gvyr? 
- Vg'f abg whfg obkrf naq fgnghrf gung pna or fjnccrq nebhaq... 
- Lbh pna fjnc gur cynlre jvgu n oynax gvyr.
- Ubj jbhyq lbh fryrpg gur gvyr gb gur yrsg bs gur fgnghr?
- Jung zbirzrag pnhfrf gur fjnc gb bpphe? Vf gurer n jnl gb snpr qbja juvyr va n gvyr gung vf fryrpgrq?

(2 edits)

There was originally planned to be a set of levels, but it proved difficult to isolate and tutorialise each interaction by itself due to how the mechanic works. I have added some clearer instructions to the description for now.

Thank you!

Thank you!
I try to think about unique ways to interpret or incorporate the theme/limitation when doing a game jam if possible.
I completely agree that it is difficult to understand the mechanics of some of the boss fights (especially as each one is different); might be something to think about for a post-jam update.

(1 edit)

Thank you!
The decision to snap the Artifact to a half-grid was more of an aesthetic choice made early in development as it made it feel more like you are placing the Artifact on top of the map instead of it being restricted by the map itself and acting like a map piece. It being part of the puzzle was completely by accident as a result of the ruleset I ended up with :)

hint : 3-3 and 3-4 don't require you to create general solutions that work for any values, although it is possible.

One solution to 3-4 is (rot13) gb guvax bhgfvqr gur obk naq uneqpbqr bar bs gur inyhrf (va guvf pnfr 4) naq erhfr ert1 nf n pbhagre.

Self-modifying code was one of the original ideas, but I didn't end up implementing it.

There is another memory region that is introduced in Chapter 4 which allows for general solutions for both multiplication and division, although anything before that is possible without using it.

So I just checked the code, turns out the answer check for that task was looking for a program that puts the result, not the remainder in reg1.
I must have changed it and forgotten to update the task to match.
I just released an update changing 3-4's wording to match this. (release_v1.2.1)
Sorry about that.

The stack commands are not introduced till chapter 4, so a solution to 3-4 doesn't have to use them.

Fun game with good visuals and simple gameplay.
- At first, I didn't realize that you could water/cover plants,
so maybe making that more clear would help.
- The music got a bit repetitive after a while.

Great work for only a single day though!

Very relaxing to play with good visuals and animation
- The jump was fun to use, but it didn't seem like it was necessary at all.
- The end felt a bit abrupt, like it should have continued, but hit an invisible wall instead.

Thank you!

(1 edit)

Thank you for the feedback and for giving it a try!
It's not really the kind of game I play either, but I wanted to try making something different from what I normally make.

- The yellow outline around a tile shows when it is ready to be harvested (With right click),
   could have made that more clear to the user, I will add it to the description for now.
- You can sell your initial trees, but I don't know if you can win by doing that or not.

Thanks!
A Zoom Function is a good idea, might add that in a post-jam update.

Thank you!
Different Seasons do affect the gameplay it's just not very clear how, 
(eg, the speed/ammount of wind changes based on season, plants grow faster in specific seasons, etc)

In a post-jam version, I might make these seasonal effects more clear to the player through a UI element or something.

Good concept and art style, the one thing I think it is  lacking is an in-game/interactive tutorial, as a first it was a bit confusing. However, after working out how to play through a bit of trial an error I enjoyed it.
I do also feel like the difficulty was a bit unbalanced, as it felt very easy to lose the game early on.
I would like to see an expanded/more polished version of this concept in a post-jam version.
Overall, well done!

Thank you!
The movement is a bit confusing to get used to, but does have a logical reason behind it.
Basically, the raft only moves if there is a solid thing behind it, at the exact distance that is the current grid size, so if there is a wall in the tile behind the raft occupying the same location(even just a little bit), it moves at the current grid size. 
Another way to visualize it is to take the current tile or tiles the raft is in and move it to another tile or tiles (of the same grid size), if there is an overlap between the raft and another object, on that grid size, it acts as a wall and can never be occupied by the raft but can be used as a push off, if there is no overlap and the space is empty, the opposite is true. That's why you can hit a wall while visually not touching it, as if it did move another tile, the raft would overlap with something.
It could be made a bit clearer somehow but I'm not sure how to visually show that in a good way. 

Hopefully, my explanation made sense, thanks for giving it a go.

Thank you!
(4,2) Hint ->  Requires using the raft to offset the player's position onto the first 'stepping stone' (so they are aligned on it perfectly).
Alternatively, you can go down to the left, then exit back up and to the right from there, which leads to a similar thing.

Really enjoyed this, a very polished experience!
(besides the buttons for the UI, but that doesn't matter that much)
Good use of the limitation and theme as well (a hexagonal grid with islands)
One thing was that the shell symbols on the water kind of blended in, but other than that I enjoyed it.
I think it took me about 10 attempts to finally complete it.

In a post-jam version, maybe you could add some more mechanics, like a danger that can never be next to another of the same type, which might add some more strategy.

Overall Great Work!

Fun but short puzzle game, with an interesting set of mechanics. SFX and Music were good.
The only issue I had was getting stuck on waves when they respawned, which was a bit annoying.

Would like to see more levels and mechanics in the future.

Good work.

I really enjoyed this, it's very satisfying when you complete a puzzle, while not being too difficult.
The first one was challenging but over time I developed a strategy to slowly put everything into place.
(I found the Bird (first one) to be the most difficult, and the jellyfish (last one) to be the easiest, although it might just be because I improved with each one). Would like to see more added, maybe with another mechanic to mix it up a bit

Overall, a great submission!

Looks amazing with the cardboard cutout style, and it's fun to outmaneuver the enemies.
There were a few issues like the X sometimes not registering, and impossible levels, but being able to reset prevented those issues from being annoying. 
But overall, I enjoyed playing it. A post-jam version with more unique enemy behaviors and a larger map space would be interesting.

Very relaxing game, with some nice strategy aspects about where you place tiles to get more points in the future, definitely would like to see an expanded version of this game.  The only thing I would say is some of the models are a bit small, but that doesn't detract from the gameplay at all.

Great work!

Very calm and relaxing game to play, maybe a score system would encourage more replayability(maybe how many scans you used or something). Overall good work!

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Fun game, that has a mine-sweeper-like style to it, one thing I would say is that you could add some danger somehow (quicksand?), that can be indicated by the clues in some way, which would change the gameplay up a bit and make it more interesting.
But overall I enjoyed it :) [Best score was 6 so far]

Very challenging arcade game, but fun. At first, I kept failing a lot, but after I worked out that you had to go between islands I enjoyed it a lot more, this could have been made clearer. Some of the minigames are hard to react to in time, maybe some warning that one is going to appear the next time you move so you can prepare? However, overall I enjoyed it even though it was challenging.