Play game
EnergyStreamer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #23 | 3.871 | 3.871 |
Artistic | #31 | 3.903 | 3.903 |
Overall | #32 | 3.535 | 3.535 |
Design | #37 | 3.484 | 3.484 |
Technical | #52 | 3.355 | 3.355 |
Gameplay | #61 | 3.065 | 3.065 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Absolutely gorgeous game, the puzzles were typically well designed and it was a fun experience as a whole!
Very pleasant game to play. Nice visuals and unique gameplay. Failing or finishing a level felt a bit underwhelming to me when the game froze for a moment. Other than that this was a great experience.
I think there are some real design issues here. The game claims to be a puzzle game but the puzzles in it never made me think about how to beat them. The challenge in this game comes from figuring out how much energy something needs and then doing a somewhat tricky jump in most cases. A puzzle game should be about figuring out the solution to a problem and not exectuting it.
As a platformer I don't think it holds up because the movement is way too quick. All the levels are on one screen and there just is no reason to have the character move so fast. Also if you hold the jump button down, you keep jumping. I think that's an odd choice for a game like this.
When it comes to art, like may people here said already, the game looks gorgeous. The background is amazing and the character sprite is also great. I just think the progress bars on the objects could have used some better artwork as well.
I tried to play the bonus levels but in the first one I wanted to see if you could get stuck in the wall and well... yes. So I was kinda softlocked.
But inspite of the problems I have listed this is a great entry to the jam. The theme is well integrated and the setting overall is interesting.
I hope this feedback was somewhat useful to you.
Edit:
I saw you could select the level in the menu so I tried the bonus levels and I take back what I said earlier about not having to think about the solution. How do you beat level 14 ?
In level 8 you learn that you can jump higher by starting higher even when the steam is providing some updraft. You can use this in lvl14. It is intentionally a bonus level because it is a bit unfair and does not provide all the information necessary to execute it, only hints at it. (Look left)
I see many people say the controls were difficult and too fast, I didnt notice it for myself during development even though I played it a lot. Sadly there is no chance to playtest a lot during a jam.
Some of the tricky jumps become trivial if you figure out a good approach to them, I would consider that a puzzle in itself. To tell you the truth, I am not 100% satisfied with the puzzles either, most of the time I found them too trivial, but I also know that people wont spend so much time on a jam game to figure out very difficult puzzles.
I'm not critizising the difficulty of the jumps. Off course they get easier when you learn how to do them or get more used to the specifics of movement. The problem is that they are only one half of puzzle. The other half is figuring out how much energy you need. So the learning process is "is the energy level wrong or am I just not doing the jump correctly ?"
The quality of a puzzle ultimatly comes down to it's mechanics and the ones you have in your game are just not that easy to work with. The steam only interacts with the player. The Lava only interacts with the Player.
Maybe you should have gone the systemic route. Let's say fire powers the cauldron and the steam can be used to let objects float in the air. Then let the player pick up the fireplaces and place them down. Lava is like a fire but stationary. Then add some sort of button that needs heat and you probably can see how this opens up many possibilities for intresting puzzles that don't envolve some trivial solution followed by a platforming section.
This is just an example though and you could probably do a lot with the energy mechanic.
Someone in the comments below posted a link to a video by mark brown were he talks about the importance to seperate puzzles from skill based platforming.
And yes. A lot of people will not finish your game when you make the puzzles too difficult. But what's the point then. If you want to make a game then you should make what you want to make in my opinion. Even if most people are not going to finish it. My game is a precition platformer on a timer. It's stupidly hard and super stressfull. But I put all my effort in making it the best version of that particular idea. And for the people who want to get invested in your game , they will find something worthwhile hopefully.
That's just my opinion on that question though.
And the hint you gave for the level kinda confuses me. Am I supposed to go over the the top of the level ? because I tried that and I thought there was a ceiling there. But I could be wrong.
There are parts with no ceiling that you can reach by starting your jump from the right side of the steam. Like in level 8.
Regarding the gmtk video, I saw it a few days ago, and it was one of the few videos where I tought he got it 100% wrong. I think mixing genres like that is great. I know not everyone likes games like that, but I dont think you should not make a game because not everyone will like it. Mixing genres is fun but narrows your audience to people who like both genres. Im ok with that.
Systemic game is a great idea and would work really well with this games mechanics, but im glad I didnt choose it given how much time I had in the jam.
Great artwork and interesting mechanics! I found out that, sometimes, finding the right amount of energy to store in a platform to be at the correct height a bit tricky and tedious. But overall great job.
I’m glad you liked it :) In levels where it is a bit tricky to find the right balance I slowed down the energy transfer to make it a bit less agonizing. There is also a puzzle element, on level 2 you can either try to move the platform up enough that you can guess the jump in a way you dont impale yourself, but that is hard. You can just move the platform further up so you can walk onto the goal, which is much easier to see visually. Bit of a puzzle in a way that you can do it in a hard way but you can find an easier solution as well.
Interesting game play mechanics! You managed to build a well balanced puzzle, and a good tutorial on top of that. The art and dynamic music is also really good! Good job! If I were to add more, it would be nice if we can control the player more precisely. Sometimes it can be a bit frustrating when the player moves too fast and hit the spike unintentionally, resulting in multiple tries even when the player already knows the solution to the puzzle. It's like, your game sits between puzzle and platformer genre- the puzzle player gets put off by the platforming mechanics, and the platformer player gets puts off by the puzzle mechanics. Mark Brown (Game Maker's Toolkit) designed it really nicely on his video here, if you haven't watched it yet. All in all, good job in making this game! I really enjoyed it!
Really nice backgrounds. I found the platforming a bit tricky, especially the steam shafts. Cool concept being able to move the fire energy around.
Innovative and good use of theme! Plus the art is fantastic, but I feel like we knew that already :D
The art is just amazing
Cool style, both graphics and nice kind of puzzles.
I love the art, magic could be explained in a better way though.
I love the art, magic could be explained in a better way though.
Cool principle of reacting with the environment. Really like the autumn art stile with even the leaves when you jump. The controls of the character are a bit to jumpy if you ask me.
I liked how the theme was the main mechanic of the game, and really good background elements. I loved the autumn trees and esthetics :)
Got stuck at the level with just the cauldron, couldn't find anything to channel the cauldrons energy :P
You can skip any level from the escape menu. That level is intentionally empty to lead you to the solution. Try jumping from somewhere else :)
Great energy source mechanic! I think the platformer mechanics can be improved, but the concept was awesome and for a console game it could use the double stick for stressfull passages!
I’m glad you liked it. What exactly do you mean by double stick? You mean the analog stick for movement or something like using both analogs?
I mean the left analog stick for movement and the right one for dealing with the magic mechanics, like a twin-stick-shooter.
Oh, I see. I have tought of that but brushed it aside because I have not done anything like that and I was a bit tight on time.
If you continue to develop your game, you should really try it. It's really easy to implement and play with :-)
The art is amazing! Love the background art. Also love the puzzles and mechanics, pretty creative. The only thing that I'll point is that the character movement is a little too fast, besides that, the game is awesome. Great work!
Exactly the opposite of your game with the heavy robot :D I heard it from others too, maybe it is a bit too fast.
The background is so beautiful. It would probably look cool with parallax effect and slight blur. The controls were responsive, but the movement is too fast. I got stuck below the platform in the level with the lava because I stood under it while streaming the energy back to the lava, but I finished it after restarting. Nice game.
Very fun game! Love the art and all the little details! Especially the way the leaves move! 💕
Incredible! The visuals and music were superb, they reminded me a lot of kings quest VI. The puzzles were well thought out and really made you think of how to use the mechanic in different ways. I had a lot of fun playing it. I wasnt able to beat the first bonus level though, and I got stuck in a wall trying..
The backgrounds are amazing!