Fun mechanics, although the difficulty for getting the gems does go up pretty fast, so some easier levels to get the player more used to the gravity switching could help with balancing.
svntax
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Good point on the level editor instructions. I realized too late that I needed instructions somewhere, so I ended up putting them in the page description.
IPFS stores the level data files and audio files, but to download them, you need their CID, which is like an address for where they're stored, and that's what NEAR is used for, to let people publish these "addresses" for others to use to download the files they point to.
I really liked this jam. It's the first game jam I've seen that's focused on using the same pre-made assets for everyone who enters, which makes the jam pretty unique. I thought the variety of the assets was pretty good. There's just enough variety that you have a choice of either using them the way they were most likely intended, or combining them and picking apart the assets in interesting ways. The functions available in the carts were also really helpful.
I personally liked the mystery and the rewards from it, which gave me new ideas for what to make (although I ended up not having enough time to use them).
I think instead of multiple themes, there could maybe be one theme based on the mystery itself, so how much does a game reference or build off of the mystery. Just an idea.
The rules could be a bit more clear on what you're allowed to change after submission, like if game-breaking bugs or typos can be fixed.
I'm looking forward to seeing another jam like this one!
There's a weird bug with the code editor where when you click somewhere in your code, then type a single character, the last character/space you were just in, or the last character you just typed, is selected. It makes it weird when trying to click back and edit some lines of code because you accidentally delete the first character of whatever you just typed.