Synchronize with the environment to solve puzzles and help the other player... WITH THE OTHER PLAYER!
There's also a little story to read that is about nothing or nobody in particular...
Walk: WASD or Arrows
Restart Level R
Switch E (not available at start)
Fullscreen: ALT+ENTER or F
Change Window Size: 123
Everything...: WinuX
...except the palette: https://lospec.com/palette-list/pear36 by https://twitter.com/PineTreePizza
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Patron
Really interesting concept, but presented in a kinda confusing manner. I really like the game and I think the visual and audio worked really well with the theme, but the learning curve is a little steep.
The early levels are really easy, but I never really understood how the switched worked, and I thought specific items were linked in each level. So when I arrived to that level where red has to place the block in the right spot, it took me a while to understand what was happening.
I don't necessarily think the game needs outlines or arrows or stuff like that, maybe just a way to know where each border is for examples (sometimes I wasn't sure if one grid had more tiles on the right for examples). But I think it needs a better way to present its idea, because it's really cool but need the right puzzle for the player to figure it out. And that level where I was stuck has too much clutter for it to be an effective tutorial for example.
One thing I didn't understand is why I couldn't switch character when each was linked with a different object. That would have broken the puzzle in that last level, but I don't really know why that happened. Also I think you can still move after touching the end of a level and activate it multiple times? I think that happened once 😅
Anyways that a really nice game, I've spent a while nitpicking but even then the level design was pretty solid.
SubmittedThe Inverted Castle
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Lv. 15
Hey, Thanks for your feedback :D
I see where you're coming from, after I looked at feedbacks I too noticed that it may be a bit confusing. At the begining I had the idea that you can only see 1 grid at a time and you can switch to the other, no idea if this would fix the problems.
The character switching thing is a bug, but you can only really "activate" it in the last level, as far as I know. The thing with the goal is a silly oversight I could have easily fixed :|
I'm glad you could still get some enjoyment out of it ^^
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Lv. 15
This game looks so beautiful. The lighting is so effective I wonder what the sprites look like without it! Felt very polished. Very stylish and challenging puzzles. Nice work!
SubmittedAfter School Afterlife
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Lv. 21
This game looks great and plays great. The puzzles are challenging and the progression through them builds on "ah ha" moments, which is absolutely perfect.
SubmittedDeck Deployment
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Lv. 4
I liked the visuals a lot, tho it got a bit hard later on because there was no feedback of your active cube, and funny enough I couldnt get past the "after a lof of self reflection" level. I'm not sure why all of the sudden a button pressed meant I couldn't switch cubes. The atmosphere and story are on point, tho and the subtle lighting really does give the graphics a super polished look. Great job!
SubmittedMAGNET OPUS
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Lv. 15
Hey, Thanks for your feedback :D
Glad you liked the visuals, the lightning really helps to hide my mediocre spriteart ^^
Yeah someone else also pointed that problem out, something like an arrow or a outline on the character would be a really simple fix.
I don't quite know what the problem in the level was, you should always be able to switch cubes. in the level one cube syncs with a wall that can then go activate the buttons for the other cube. Maybe it's a bug I don't know about...
I can make a video of the solution to the level, if you want.
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Patron
I really liked this, the polish, the smoothness of it all, the puzzling levels, the story, it's all really well put together. My only advise would be a visual que for which character you're controlling when you're only controlling one at a time, like a glow or an arrow or something. Other than that though, this is a really well made game, brilliant stuff, great job! :)
SubmittedHamboozled
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Lv. 4
Really well presented game and interesting mechanic. Like someone else mentioned, I wasn't sure when the switch mechanic kicked in, perhaps a visual cue for when its available would help. I also got totally stuck on the level with the door, would be interested in finding out what the solution was. Well done.
SubmittedFruit Pals
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Lv. 15
Hey, thanks for your feedback :D
I'm glad it looks presentable, In every game jam till now a friend of mine always did the art.
Yeah I should have implemented some sort of view where you can see "ghosts" of the objects on the other side on your side or something like that.
I'm probably gonna add that if I decide to make a post jam version.About the level with the door, here's a tip:
one push, one desync.If you don't like cryptic hints you can watch the solution here ^^:
https://www.youtube.com/watch?v=QYk8hrYmDlY
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Lv. 15
Very nice, the main problem I have with it was that it was difficult to tell when the linking system would link you with something at a particular spot.
SubmittedSlime Well
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Lv. 15
Thanks for your feedback :D
Glad you liked it ^^
Yeah, I should have implemented some sort of "ghost" view (described in an other reply).
If I decide to make a post jam version, it's one of the things I will implement as soon as possible!-
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Lv. 15
Yeah that would have been really cool.
The story wasn't planned from the start tbh, when the game was "finished" I kinda thought it would be cool if there was something that motivates you to finish the puzzles, so I wrote a short story and implemented it very quickly before the time was up.
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Patron
I thought it was a great puzzle game and the intro was exceptional. Story snippets were a nice touch
SubmittedCoin of Fate