Hey! Thank you very much for the kind words, very much appreciated.
About the theme: The game at first was going to be a level based puzzle game, where you had to finish each level with only one piece of each different symbol, but I level design wasn't very fruitful, and I feared doing a level selection menu + level transitions... So through iterations the game shifted to this, that it I know it doesn't really embrace the theme like other entries, but was key in my process to make a compelling gameplay: You need to break groups with only one symbol of each type inside to turn them green.
Again, thank you very much for playing. I'm going to try yours game now.
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Hey! Thank you very much for the kind words, very much appreciated.
My biggest regret is spending too little time to teach the players how to play:
-I was planning to make a nice "tutorial" with some GIF images to teach the player how some of the interactions are.
-I spent a lot of time polishing the interactions so they felt more intuitive (at least to me).
-Finally I only had half an hour to add quickly some cryptic sentences that don't really help the player to grasp what he needs to do.
-Being my game a weird puzzler, I think a lot of players haven't really seen the depth of it, and with a little scratch of the surface they decided to rate it as a simple unoriginal group breaking puzzler score attack game.
I had this issue in a couple of gamejams already and it's something that can really ruin the experience to a majority of players who will only play for 5 minutes or so. I'm happy that at least some people took time to understand the game and, supposedly, they liked it. I hope this time I learnt the lesson.
I really liked the level design here, I solved the game the two possible ways (which is quite incredible for a jam!). The difficulty is consistently progressive and everything is taught without words (I love that). The only thing I would mention is that on the right path the key is more of a burden that you carry everywhere whilst on the left one is part of the puzzle and feels better. Great work!
Very good puzzle game! The game starts very slow (a bit of repetitive levels) in the first few levels, but once grabaron appears, a lot of hard levels start to arise. Very very good job for 48 hours, I believe this has potential to become a bigger game.
I agree with other comments that said that the level design is good enough to present the mechanics so no text was necessary, a restart and undo keys would be very nice, also some visual differences for the boxes when they are grabbed.
Thank you very much for the kind words! It's true that the in game tutorial is a very sparing with words, although that's what the game is about (hahaha), I should make it clearer for a jam game, but you took time to understand the game and I really appreciate that.
This was fun, I had a bit of troubles understanding the tutorial but experimenting with the game was fortunately self explanatory. I wished the GUI was a little bit better, for example: from the building construction building I would like to know what resources I would get after the turn. Good work!
Thanks for playing, though I might say that's a really bad strategy... You need to be making a maximum of green symbols (and you can get a maximum of 4 per group, and less in larger groups). Green symbols in the bottom left indicate when a new row is going to be created. The goal is to survive as long as possible and with the higher score possible (my record is currently around 20000). Anyway, thanks you very much!
Thank you very much for playing! Yes, managing the red symbols is key for survival! A group of red symbols turn white, if a white symbol with the same shape falls next to it. I hope this makes it clear! And I was just wondering, what is your highscore? I'm curious.
Although I use literally the words "destroy symbols" in the very rushed how to play, this game is about thinking before speaking, so what you are really doing is processing ideas to say them out loud, but couldn't figure out how to express that in a few words like the game proposes.
Very good speedrunner techniques! I enjoy finding the second ability (speed or jump boost) of the launcher before it was presented, I was very intrigued by the platinum medals so I started experimenting on the first levels. Had a lot of fun.
Thank you for playing! It is indeed a "complex" system for how poor the explanation is, I recommend you reading other of the comments or asking me anything in case you want to give it another shot!
This was definitely interesting, although I didn't like the timer mechanic at all because I think the rest already works very nicely! After losing in level 6 I didn't want to restart all over. I really liked the ability to draw my own my and I believe this can be expanded further, congratulations!
Wow, thank you very much. I tend to underexplain the rules of my games, but it can really be hurtful to them if the people playing don't have the patience to play a couple of times and unravel the rules.
Thank you very much! Yes, when destroying groups, it's key that there is only one symbol of each kind inside the group, to turn them green and then having more chances to add rows to the board, to maximize the score.
Thank you for playing! The "how to play" section is a little cryptic, yeah, only had 20 minutes to add that, and I also explained the very basic, there are other rules like when you paint green the four symbols in the bottom left, a new line of symbols appear on the board. I hope you enjoyed the game!
Thanks for playing and giving feedback!
Yeah, enemies life is indeed completely random between 1 and 3, that creates a lot of impossible runs (specially a lot of yellow enemies can be super deadly). I lacked the time to polish the levels construction and therefore to balance the monsters properly, I focused more in making an interesting system that could be deducible without any tutorial or text. I may end up tweaking that once I finish the project I'm currently working on.
I present you the fifth and last "text-less" game I have done as a quest for understanding and learning game design and game development in general. The game is a fast paced (short levels) puzzle game about self replication.
The game is entirely playable with mouse, but the are alternative keys for Undo (Z), Restart (R) and Mute (M).
I've really learnt a lot in this process and can totally recommend aiming for little projects, for example, I started with a 2 week game and finished with this 3 months project.
I hope you enjoy the last stop in this silent path.
Today I released my forth text-less experiment. Again is a puzzle game who drinks from the classic sokoban but with some changes that will make sheep uncontrollable. Will you manage to guide all the sheep? 36 levels with great difficulty ready to be discovered. The game saves your progress and have a complete text-less level selection menu!
Enjoy nature (and this game)!
Thank you very much! Probably there are more puzzles around the purple light, but some of the puzzles I've discarded had a very similar idea to those already present in the game. I also failed at understanding the combination between the different lights and that's why there are only a few of this nature. A problem I encountered is that interesting situations needed a lot of lights, which I find kind of ugly unless there is a good construction to that "final level"; unable to find that elegant ramp, I discarded most of the big puzzles.
This is the third game I've made of a series of experiments where I make games with zero words on them. "A walk in the night" is a little puzzle game about lightning all the switches as you walk over them. May seem easy at first, don't trust this gif of levels 2 and 3 (There are 25 levels in total):
Would you escape from your curiosity?
Continuing with the series of game with no text and unnatural mechanics, I created Illiteracy, a game about learning for the first time. It's a short abstract puzzle game. Could you figure out what to do or how things work? Here is the link:
And here an example of how cryptic the game is:
See you soon!
I've created an experimental match-3 game, surprisingly difficult . If you want to try something unusual or have a couple of spare minutes, give Straightforward a chance.
This is the first game of a series of experimental games I want to work on during this summer. The purpose of these series is to work on communication through design and feedback, so I will be happy to hear any comments you may have around this subject.
Yes I had the same issue, if you could add some sort of cue to know that the demo is finished could be cool. I tried stuff for 10-15 minutes and was afraid to read the comment for possible spoilers. I enjoyed it very much!