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A jam submission

MÖBIUSView game page

Submitted by SucculentGammerJuices — 2 hours, 56 minutes before the deadline
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MÖBIUS's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#25203.6003.600
Enjoyment#42062.8402.840
Narrative#69661.7601.760
Audio#82131.5201.520
Artwork#82661.8001.800

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
My game is a classic sokabhon puzzle exept it's played on a mobius strip. Spacetime is warped so when when you move across the levels you loop back around but space is twisted

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Comments

Submitted

Really neat idea! Really curious how the level editor looked :)

Submitted

Really impressive work! The creativity is inspiring. I know Mobius from my favorite anime JOJO, it reminded me of that!
 I also submitted Doppelchain—would value your feedback if you have time. Well done!

Submitted

As a mathematician, I approve of this game.

(thanks for making it I needed this)

Submitted

Great puzzle design, had a lot of fun with this one, would love to see more in the future! -- Chris

Submitted

this is a very interesting and addictive game! however, I think that the small number of frames makes it difficult to focus. it's a very interesting concept. I want to spend a lot of time playing this game

Submitted

Great idea and puzzle design, I especially liked the falling arrow blocks. But the snapping camera really made my eyes hurt 😭

Developer(+1)

The reason why the camera snaps is because there are actually 16 separate cameras with each one being responsible for a single column and when a camera loops through the level it teleports to the other side but inverted. In order to have smooth movement animations work, not only would the cameras need to be responsible for multiple columns,  when teleporting they would also need to split in two with each new camera being on opposite sides of the level and one of them being inverted and then they would need to seamlessly rejoin when the move is finished. I tried to implement this but I ran out of time.

Submitted

I love mobius strips but a little bit of polish would have been nice. Puzzle design was good however.

Submitted

Love the little puzzles, nice fit of the theme, art is pretty basic but level design is on point. Great job!

Submitted (1 edit)

My favorite moment was realizing the interaction between the arrow block and the Möbius strip. It was not immediately clear to me how it would help, and then when I realized I could "flip" the direction of the arrow even though relative to myself it never changed, was a brain-mini-exploding moment and I really cherish that. You're really onto something with that.

Screenshot of me moments before brain-mini-explosion:

I think the level right before the arrow block is introduced is too tedious though. It does require you to loop around, but it effectively doesn't matter that it's a Möbius strip.

The level after the arrow block is introduced is also tedious. It kinda teaches you how stacked blocks interact (I personally find it unexpected that the blocks "slide off" each other and it would have been easier if they had some friction), but once you learn how that works it's not used again, and it takes too many moves to shuttle the arrow block to the right place. I think I would have been willing to do it 3 times max before feeling annoyed. Maybe more if a pushed block could push further blocks.

I eventually understood how the time travel works, but I think the ticking clock was throwing me off a little because the fact that it ticks at a constant rate implies there's some real-time element to it, but really it's all still turn based. There's some incongruity in my head though because I feel like the player character should be going backwards in the time-reversed zone too. Have you thought about reversing the block pushing into block pulling in the time-reversed zone? The blocks wouldn't move on their own in that case. When you cross into the time-reversed zone, your character's orientation (if that was displayed in the game) flips as well (the same way a spatial Möbius strip mirrors you across the major axis when you cross the splice point) so it would look like you walk into the boundary facing forwards and come out the other side facing backwards. In this hypothetical I'm using character orientation as a shorthand for time direction. Even though the character would be moving backwards, you'd still control it as if you're moving forwards. I haven't thought this through all the way so maybe there's some problem with this premise when it comes to designing puzzles around it.

Like how the arrow block creates an interesting interaction with the standard Möbius strip because it depends on the direction of the flipped axis, maybe you could explore objects that behave differently depending on the direction of time, like a cliff that functions as a one-way door.

Very creative and inspiring idea and excellent tutorialization. Keep up the good work!

Submitted

best game ive played up till the time travel. Kinda confusing and no undo killed it for me a little. I think it crashed alsobut maybe that was just unity player.

Developer(+1)

 The time travel was originally going to be the main mechanic of the game but it ended up being far more difficult than I was expecting to program. Most of the time I spent working on the game was trying to get the time travel to work so I guess there was sunk cost fallacy where I thought It was to important to just get rid of it. When the game jam is over I might spend some time improving it because I still think the concept is to interesting to ignore.

Submitted

hell yeah!

Submitted

It's really cool how you made the level infinitely repeat itself! The puzzle mechanics were great! Good work!

Submitted

Really interesting idea, definetely captures the idea of a loop with the möbius strip 🍞!