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ajwcw

79
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4
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A member registered Jan 20, 2024 ·View creator page →

Creator of

In this Sokoban inspired game, help Scale use his blocks to match the signs!
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A fast-paced action-puzzler. Divert electricity to charge batteries without causing an overload to set the fastest time.
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A 2D puzzle platformer where you infect cells to reach the brain, navigating challenges and puzzles.
Platformer
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Control falling rocks, navigate treacherous caves, and solve intricate puzzles!
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An electrifyingly fast paced puzzler! Fill the battery but be careful not to overload the wires.
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Recent community posts

Yeah that's not a bad idea, I'll give that a test!

Thanks for playing & for the feedback. I have heard that piece of feedback before and plan to implement it while developing the game going forward!

I have been working on some graphical changes to the game which I'll be publishing once the jam is over.  I'm then going to work on developing it further into a full fledged game so watch this space!

Thanks for the reply. The idea with the undo button is just to let you jump back a few turns in case you hit the wrong button or realise you've gone wrong on one of the puzzles. I played around with the idea of capping the length of the undo but I didn't want to make the game unaccessible to anyone so I left it endless. It's definitely something to consider and maybe I add it as an option in a 'accessible' mode option in the menus going forward.

Ah thanks for the explanation! I hadn't considered that you were entering a tile that was already at 0, moving off of it and then undoing back over it. This is because I'm just checking if the grass length is less than it's 'maximum length' and increasing it if it is. I need to implement something that confirms if you have just mown a piece of grass on that turn to resolve this. Thanks for the feedback, I will add that to my list of bug fixes!

Oh really? Each tile has a 'maximum length' to it which is set based on how long the grass starts. If you mow a grass down from 1 length to 0 length and then undo over that grass then it does put the grass back. The idea of the undo move is to let you go back to previous moves, meaning you can correct a mistake without having to start again.

Is there a bug in there which allows you to abuse that and do something you don't think you should be able to

Thanks for the suggestion! I'm thinking going forward I might make it so that once you complete a puzzle it is locked and marked as completed. That means the whole vine attaching will disappear and I'm also thinking anywhere the vine-door it opens is not on screen there will be some camera movement to show what you've just activated . It is a great bit of feedback though as I do agree when a puzzle opens two vine-doors or a vine-door off screen it is confusing as to what you've achieved.

Thanks so much for playing and for the feedback.

Please could you elaborate on what you mean when you say you could 'redo' the tiles at the border? This sounds like it might have been a bug that I missed!

Also could you let me know where you managed to get softlocked? I thought I'd tested this well and by using undo you should always be able to get back the way you came and avoid the moles!

Thanks for playing! The camera zoom out was actually surprisingly easy to implement. I essentially just took the camera out of my 'player' node and attached a script to it. I then set a variable called target position in the camera to the players position and in the process function slowly moved it to match that target position. Once the player collided with an area2d I setup in the centre of the puzzles the cameras target position would zoom out to match the zoom and position I manually set. Finally once the player moved out of that area2d I set the target position back to the player!

Hey! I just watched your stream where you played my game, you did so well and you were so close to completing the big puzzle! That's 100% the hardest in the game and I think you were only 1 or 2 correct moves from finding the solution. Thanks so much for playing it, I hope you enjoyed!

No worries! It looks like only the two puzzle you've screenshotted aren't working as intended as I have no idea why right now!

Thanks so much for playing and for your feedback! I have had the feedback about the reset buttons being too close a few times now. I was planning to 'lock' a puzzle once it has been completed which means you can walk over it again without ruining the solution. I hadn't considered a confirmation button on the reset tile though, that might actually be a better solution.

Thanks so much for playing! The bottom right puzzle was a tricky one to design so I'm glad that it stumped you for a bit!

Thanks so much! The undo mechanic was added to make it easier to test out your ideas and take it back a few steps if you go wrong so it definitely was intended! Thanks so much for playing and I'm glad you enjoyed it!

First of all thanks so much for playing and for your feedback! I'll address your gripes below in reverse order (should make sense why once you read them).

Gripe /2
It would appear you have found a glitch/error in one of the puzzles, specifically the one on the right in your screenshot. I will explain the rule of the flowers below so anyone reading this who wants to go in and play it first stop reading now! You've been warned...

The flowers represent which of the tiles diagonally should have 1 piece of grass and which should have 0 pieces of grass on. The flowers in the left puzzle indicate that the central tile should have no grass and all the others should have 1 piece.  That means that the puzzle in question should be solved like it is below. This issue is this puzzle seems to only be checking how many tiles have 0 grass on and not where they are located on the puzzle! So your solution works as it has the correct 12 tiles with 0 grass on but the flower rule is essentially being ignored by the game! I will get this resolved and ready to push up once the jam deadline has ended!


Gripe /1
Now the flower rule has been explained. I created the mole puzzles before the flower puzzles and only added the latter in right at the end of the jam. I therefore decided to add the flower into any previous puzzle that featured grass tiles with 0 pieces of grass on, essentially just to keep the rules consistent across the whole game. I never considered that someone would see these earlier and believe that they were a puzzle mechanic so thanks for pointing that out. The hope was that you'd just think they were flowers but then once you got to the flower section you'd remember seeing them and realise then. The intention was that those final two mole puzzles are solvable without needing to understand or interact with the flowers. I realise now that's one of those things obvious to me as I built the game but not to a player so thanks for pointing that out!

Nice game! I loved the chip tune soundtrack, it gave the game a very jolly feel. One issue I faced due to having an apple magic mouse was that when I was trying to click on the castle to gain money my mouse kept scrolling me in and out. Quite a niche issue but I thought I'd mention it for you!

Nice game! I loved the audio. I feel like a bit more feedback on the spells would have really taken the game to the next level. Maybe some audio of the monsters reacting to being hit and a slightly shake form monsters hit by a spell would have made them feel more impactful?

I struggled to find any ending other than the bad ending but cool idea indeed!

Really cool mechanic! I feel like this could make the basis of a great game!

Thanks for playing and for the commitment to play till the end! I thought the game was maybe a bit long as most game jam games I play are short and sweet. Out of interest roughly how long did it take you to beat the whole game?

Thanks for playing! I tried to get a nice balance of easier puzzles with a few tricky ones thrown in to stump people so I'm glad it sounds like that is working!

Thanks so much for playing and for your feedback! The bottom right puzzle was a tricky one to put together so I'm glad it's stumping some people! I plan to keep developing the game based around the flowers and introducing other mechanics similar to those so watch this space! I agree with the larger puzzles it can be tricky to quickly see the status of the grass tiles so altering the art style to make that more obvious is on the to-do list.

Hey! Not sure what kind of games you're into but if you're looking for a puzzler then feel free to give my game a go!


https://ajwcw.itch.io/the-gardener

I have deployed a fix for this and now passing over a 'reset' button will also stop you from undoing any further. Thanks again for your feedback!

That is a bug! I never considered that so thanks so much for pointing it out. I will get a fix sorted for that. Much appreciated for that feedback

Hey! Thanks for playing. I never actually considered an undo mechanic but that would definitely be something it would benefit from. 


I did feel one or two of the levels were a bit too long but getting the game concept working too me longer than expected so level design was less considered than I'd like it to have been.


Thanks for playing and for the feedback!

Hey! Thanks so much for playing. Yeah you're right. Each level has two goals, one relating to the coloured blocks and then one relating to the grey (large) boxes. So the intended path is playing through each level left to right solving them using the coloured blocks, learning how to scale up and then going back through them. 

I planned to put in something simple like an arrow pointing back to the previous level but it really came down to the wire with bugs and I completely forgot!


If you're interested in giving them a go as a scaled up builder you can always load the game back up and try them without having to complete level 3 again. You can always scale up if you know how to!


Thanks again for playing!

Hey! Thanks for giving the game a go. Yeah so the hint shows you how the level needs to be completed. You only need to look at how the coloured blocks are in relation to the others. So on level one you need to push the two blocks together and then head to the gate. This should open up the door. If it isn't opening up the door then I'm on trouble! On level one you should be able to just move right until the blocks are pushed together, go around them and open the gate. Let me know if that doesn't work for you!

It's great feedback though! I always try to make games with the logic of 'if a jump is impossible make it look impossible' but I never considered you could almost get to the red enzyme! I guess if you leap the whole way there then time will be slowed and you almost make it.

Thanks so much for playing and for the feedback. I'm aware the feeling is thrown off a bit by the jumping (particularly the red and blue enzymes) but unfortunately time ran out! I'm seeing this as a common comment though so will certainly prioritise it next time!

Hi! Thanks so much for playing. I think there has been an error in the game communication here! On level 3 that red enzyme is simply there to illustrate that the rolling white blood cells will kill you if you touch it. As far as I'm aware it would be impossible to reach that red enzyme before it dies! Thanks so much for the feedback and I hope you give it another go with this information!

Thanks so much for playing! Yeah I spent a while thinking on the theme and couldn't come up with anything that excited me that tied super strongly to the theme. I therefore leant into the wildcards a bit to try tie it all together! Glad you enjoyed it!

Thanks for playing! That's so strange I've never hit and issue with controlling the boulder at all. Just to double check you're on the level with the green gem and once you've collected the gem and a new boulder spawns you can move it with the arrow keys? 

If so can I ask if you're on pc or Mac? I'd love to try recreate this and get a fix sorted!

Thanks for playing! I'm glad you enjoyed it.


I had quite a few more ideas for levels but in the end ran out of time to implement them all.

Thanks so much for playing!

That's great to know. Apologies for letting that happen as I thought I'd tested it thoroughly enough that you were unable to get stuck before you learn the reset button!


Just goes to show there is never enough play testing you can do!

Thanks so much for playing! Yeah I really like the idea behind the main mechanic for the game but ran out of time to really get into making some interesting levels!


I hope to one day expand the game into something larger, maybe a metroidvania with multiple gems and different powers that expand on the mechanic.

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