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A member registered Apr 24, 2017 · View creator page →

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I'm afraid not. Make sure you're running it in a modern browser (chrome/firefox), and that you're not blocking something important.

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I'm not sure why it doesn't show on this page, but the composer is my good friend @quillenink. Thanks for the kind words!

EDIT: Ah, it's hidden under the "More Information" tab!

Thanks so much! Yes, clarity was definitely an issue at this resolution, and it's something I was concerned about from the get go. The raw 3d renders were never meant to be used in the final game, but I wasn't able to do draw-overs for everything in time.

Thanks for the kind words! Can you explain a bit more about where you got stuck? I'd like to take some time after the jam ends to bring the game to a finish. Thanks for playing!

Thanks! That's the trouble with designing a hardcore puzzle game like this for a jam -- I didn't have the ability to do player tests for the puzzles and gauge the real world difficulty. All of the puzzles are technically possible with the information presented, but that doesn't mean that the connections are obvious enough to be useful. I had plans to implement in-world hints, but ran out of time, as usual!

Thanks for playing!

The game must be rendered at a 64x64 resolution -- this means that the final rendered result must be no more than 64x64, not that every sprite can be no more than 64x64. This game is rendered at larger than 64x64.

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The restriction of this jam is that the game itself (ie. the final image rendered to screen) is a maximum of 64x64, not that each sprite is a maximum of 64x64.

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I noticed that if you resize the window, the coin gets offset funky on the start screen -- it would also be nice to be able to view it at different multiples of size rather than just 1:1.

Good job!

Though the art is made at 64x64, the end result is what must be limited to the 64x64, and everything must be pixel-aligned. For example, the intro animation, the key controls, the score, and the shout exclamation are all higher resolution than 64x64. There's still time to fix it!

The sprites may be low-res, but the camera is still operating on a far larger resolution. The game must be rendered at a 64x64 resolution -- this means that the final result must be no more than 64x64, not that every sprite can be no more than 64x64.

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Additionally, the menu and the crosshair are both far bigger (or smaller, in this case) than 64x64.

Since you're using Unity, I suggest taking a look at their 2D Pixel Perfect package (despite what it says, it works for 3D as well).

How lovely to hear! I'm glad you enjoyed the game. 

Thanks for playing!

Thanks for the kind words! We're looking into bringing it to mobile, so hopefully you'll see those 'more levels' soon!

Indeed, the lack of an in-game tutorial has by far been the most consistent point of complaint among commenters. Definitely a lesson learned -- we will certainly make time to have a tutorial in the next jam!

Thanks for playing!

Thanks for the kind words! We also got more into it as we began to realize the potential of the concept. I wish we had more time to explore that depth, but you know how it is with jams!

Thanks for playing!

Agreed -- the original intention was to make it more of a puzzler, but some unforeseen roadblocks regarding enemy logic meant that it wasn't feasible to make the AI movement consistent enough for a satisfying puzzle experience. We settled on creating more of a zen solitaire-esque experience using the existing movement logic -- the show must go on, after all!

Thanks for playing!

The game page has a text description of how to play! We ran out of time to add instructions in-game... :(

Thanks for the kind words regardless!

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Totally agree with your notes on the gameplay. There's a ton of improvements and bugs that people have pointed out, all good stuff!

I haven't played ItB, I'll have to check it out.

In terms of the theme, we were coming from the direction of 'what if you played chess except you only had one piece, while the enemy was fully stacked against you?'. In earlier versions of the concept, the enemy tiles were represented as mindless golems, where the player was the single live soul, bouncing between vessels (this is why as the player you swap your control between tiles rather than simply swapping places with them). Obviously this idea got obfuscated a bit by the time constraints, as it always is :u. 

Nonetheless, thank you for the detailed critique, and for playing our game!

I wish I could put giant glowing letters on the jam page that say 'please read the game page, it has instructions!'. The lack of in-game instructions has definitely bit us a bit, but what can you do ¯\_(ツ)_/¯.

Thanks for playing!

Definitely, we're considering taking it to mobile post-jam!

Thanks for playing!

Possessing pieces outside of the board is definitely a bug and not intended 😄. Those were last minute decoration and I forgot to disable the game code on them!

Thanks for playing!

You can press 'R' to restart the level! We ran out of time for in-game instructions :s. Thanks for playing!

Satisfying kill streaks are an aspect of the gameplay that I hadn't considered before. I will definitely keep that in mind for the future.

There is a reset button! 'R' will reset the current stage. It's mentioned in the description, but we didn't have time to make an in-game instructions panel. Thanks for playing!

Totally agree! I managed to make the stone tiles a different color to signify that they weren't interactable, but I ran out of time before I could do a final pass on color & readability.


No problem ^^

If you're going to tag it as compatible for macOs make sure you actually include a macOs version. You can't run exes on mac.

Sorry! Time constraints meant I never got a chance to make a proper camera with support for multiple resolutions or zoom levels. Glad you were able to hobble your way through it, though. :D