NOTE: If controls don't work in the web version, please download the Windows version instead. This appears to be an issue with GM48's website.
WASD or ARROW KEYS to move
Mouse to move islands
F to toggle fullscreen
Code and Design by Levi Pinkert
Art by Ella Pinkert
Royalty Free Music from Free Music Archive
Sound effects from ZapSplat.com
Really cool concept, reminded me of the pedestrian, but having block pushing made the placement of the islands more important. Overall it was pretty easy, which is totally fine, but I like the last level. By the time they get there, I'm guessing players will usually have forgotten about the bridge mechanic, and it's a pretty good way to test that :)
The transition between levels was pretty good too!
As for (really small) nitpicks, I'd say a few levels could have been smaller, like exactly the same level, but with less space to travel. And I also feel like it'd be a plus to have the level number indicated somewhere, especially in a jam when someone would want to say something about a specific level.Submitted
This was really well made. Puzzle games are really tough to pull off in a jam, but this is one of the better ones I've seen. It had a lot of "ah ha!" moments for me. I really appreciate that you gave the player several levels with simple solutions to teach principles before requiring those in harder levels. Great work!
Really creative puzzle design, and well built too. Didn't find any game breaking errors or exploits.
Had a hard time distinguishing the button from the chest when buttons were introduced, since a closed chest sprite hadn't been shown prior to that point, and the button has the same red coloration as the rubies. Spent a while trying to push the crate on top of the chest from different angles, instead of the button, for that reason.
I really dig puzzle elements having multiple uses, like the crates being able to press buttons and also create bridges!
I am so terrible at Sokoban I expected to hate this the moment I hit the first level. I was very wrong in that assumption - what a fantastic addition to that concept, genuinely transformative to the gameplay, and you've come up with some great levels to demonstrate it. The final level in particular took me a good few minutes to land on the solution.
In-game artwork is great, as is the music.
All-round, this is an excellent entry - fun in its own right, but also expandable far beyond if you wanted the game to become a bigger or even commercial indie game. There're a ton of new mechanics and limitless level design possibilities.
Fantastic work through and through!
(For the HTML5 controls by the way, this affects any game-embedding site - GMS2's beta version has fixed this if you need to make browser builds between now and the fix propagating to the stable version)Submitted
I really like the smooth movement and polish in this game, the puzzle element with moving the islands is unique and gets you thinking, it's a great entry, but I do have a slight issue with the fact that the music was royalty free and made prior to the jam, my understanding is that you can only use music from the GM marketplace or made within the two days of the jam, unfortunatley I think that using the royalty free stuff is against the rules, which is a shame because the rest of this is solid and well made!Submitted
Yeah... I feel really bad that I screwed up on the music and used royalty free. That's just been the deal with many other jam's I've done recently, and I didn't take the time to read the rules. Not sure what I can do about it though.
I guess the best thing you can do is learn from it, you still made a good game that aside and the feedback and reviews seem to reflect your ability - just remember that next time you go for this jam and take what you've made as experience for the next one :) you can still release your game outside of this jam with royalty free music after all
The drag mechanic looks great and works perfectly. The puzzles all made me think, without stumping me for too long. Great choice on music, and it is catchy but allows for concentration. Love the transition animation, by the way. Great game!
Really enjoyed this - I instantly saw the potential with the drag mechanic, and I thought the range of elements in there expanded and deepened the premise nicely. There's more than enough scope with all the different elements to turn out 50-100 levels, so I'd love to see more of those. A couple of the levels in there did tax my brain, but the solutions weren't obtuse, or break any rules that had been established, which was pleasing from a design perspective (I noticed this because I've played a brace of games recently where mechanics would be used in contradictory ways, with special cases making some solutions annoyingly abstract).
The graphics are nicely cheerful, crisp and functional, and on the audio side, I'm always a sucker for a chip tune. If there's anything I'd prefer changed, it's that I'd like the dude to keeping hopping if I hold down a key, as opposed to pressing it for every movement. That really is about all I can see for improvement. Very fine work!Submitted
Real quirky puzzler with an amount of levels that for a 48 hour work period is pretty crazy.
The initial lul into the mechanics was pretty well-done. There was one level mid-way that felt notably more challenging than later levels, but overall it was a pretty smooth climb.
Music was pretty well made for the time too. I do recall the sound of water draining felt a bit too crisp, but that's pretty minor.
A turn rewind option would probably be a dope addition to a turn-based puzzler like this.
There was some visual overlap at times where the bottom of islands would layer on top of other islands, or you could arrange islands such that parts of the lock icon would be layered under another island. Also, sometimes the 'ghost image' would appear where I was dropping an island, and other times it wouldn't, that felt slightly finnicky.
A well-done puzzler, and despite the light visual overlap it felt pretty heckin polished. Thanks for sharing your work~Submitted
One of those entries that just doesn't really feel lacking in presentation. It's super solid, I found the concept compelling and the puzzling was fun! I wish there were more levels, which is a good problem to have rather than someone wishing there was less.
Small quality of life change but I wish when the puzzle was solved at this point, I wouldn't be able to push a crate into the sea. It wasn't really an issue because the puzzle wasn't super long. I also realised later that you can't just do that as there are times when the door is open and the puzzle still isn't solved. Maybe an undo button.
I loved the water wave effect between levels. The colour palette is also very pleasant. If anything, I think the button sprite didn't quite read like a button to me. The nice little different pieces of grass and seashells also made the sand tiles more interesting. I liked that.
Music was great. Because you kinda just take your time and think in puzzle games, it's important to have music that isn't intrusive or people will get annnoyed. Your music was a good mixture of interesting but also not distracting for a puzzle game. There's a good variety of sounds that made it quite polished. I liked the water sounds too.
The tutorial was really good and I had no problems understanding how mechanics of the game worked. Man my face when it got to the part where you can drag islands! That just had such a nice flavour of cool. Concepts were introduced well.
Character wasn't animated but the hopping was cute and fit so it wasn't an issue at all.
This was a great puzzle game! I thought the idea of moving around the islands was a creative decision that I really enjoyed. I think the level design was good, but maybe on the easier side of things. I do think making things accessible for players is a good idea in a game jam so I think that works just fine. I think the core gameplay is really fun and I would love to see it pushed further with some really challenging levels. I think the game was the right length for me too, gave me a nice taste of the game play and didn't overstay it's welcome. Overall, a very solid entry.
Really nice game that fits the theme well. Dragging the islands around was a neat mechanic that reminded me a bit of the puzzles found in "Carto." Perhaps being able to rotate the islands, or locking the position or rotation of an island to a single axis could create some more interesting puzzles.
Overall, a neat little game.Submitted
Really nicely polished! I like the little 'hop' the character performs when you move around, it makes it feel really nice to just navigate around the screen. The moving islands is also pretty neat, and equally well polished/smooth feeling. That being said, the game is a little light on mechanics-- what's there is fun, but I'd like to see other mechanics that mesh togther well with the placing islands idea, instead of just boxes and switches. Definitely very enjoyable though, nice job!
Nice job! I like your take on the theme, this was a fun puzzle game (thanks for the html version!). I like the transition between levels, it adds character to the game. I had fun playing this, though the puzzles could probably be re-arranged/tweaked to have a more logical progression.
Neat! I feel like the concept is pretty familiar but it has a cute style. (PS, just out of curiosity, Is stock music allowed in the competition?)Submitted