A simple concept but challenging levels. Nice Work! Only switching between mouse and keyboard feels a bit odd. Right clicking should rotate a block. Good tutorial at the start.
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A Method to the Magnets's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #325 | 4.051 | 4.051 |
| Creativity | #472 | 4.212 | 4.212 |
| Audio | #1475 | 3.364 | 3.364 |
| Narrative | #4154 | 2.280 | 2.280 |
| Artwork | #4808 | 2.797 | 2.797 |
Ranked from 118 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?
The player builds infinite loops in a circuit to generate a magnetic field!
(Optional) Please credit all assets you've used
Background music from Pixabay--see bottom of description for details.
(Optional) What would you like to be called if GMTK features your game?
JayFa
Comments
Thanks for the feedback! I agree, having the ability to rotate with the mouse would remove the need for a keyboard at all for core gameplay, and make the game much more mobile-friendly! I think I would add it to left-click, rather than right-click, because this maps better to the mobile platform.
Thanks for playing!
Fantastic puzzler! This could do really well as a mobile game, it's the kind of game I could see playing on my commute. Really great concept and execution!
Its really fun! So simple but with the music it feels very satisfying.
As feedback i would make it a mouse only game its weird to have to use the keyboard just to rotate, feels out of place and the pulse starts way to slow.
I do really love the pulse build up and the fade out its really satisfying and makes the game much better somehow really nice and juicy very nice! And the puzzles are really good to understand without any instructions so good puzzle flow :)
Its really fun! So simple but with the music it feels very satisfying.
As feedback i would make it a mouse only game its weird to have to use the keyboard just to rotate, feels out of place and the pulse starts way to slow.
I do really love the pulse build up and the fade out its really satisfying and makes the game much better somehow really nice and juicy very nice! And the puzzles are really good to understand without any instructions so good puzzle flow :)
Thanks for the feedback! I agree, having the ability to rotate by clicking on a block would remove the need for a keyboard at all for core gameplay, and make the game much more mobile-friendly!
The pulse speed also definitely needs a slider that lets the player have more control over the pace they want. I band-aid fixed this for some levels like the four-leaf clover, since it was painfully slow haha. But the pulse should really move at a speed proportional to how far it's about to travel, perhaps.
Thanks for playing!
God damn the puzzle submissions this year are good, except for some UI improvements your game feels like it could very well be on steam as an early access
An interesting idea with a nice difficulty progression. The camera angle was quite low which meant I sometimes dragged the block in front of the one I meant to.
Really solid game, definitely got potential to be full released game!
Enjoyed playing a lot, and some of the puzzles were quite challenging.
Some notes:
- Sometimes it can be a bit difficult to place tiles in the last few rows at the back. A better/movable camera could help with that, as well as looking at puzzles from different perspectives.
- Difficulty of puzzles seemed a bit random, getting harder and then easier again
- Placement/Movement of Tiles could be a bit more snappy
- Obviously some kind of Menu/UI
- The Info/Tutorial - Text at the beginning is a bit distorted. I understand it is supposed to be written on the wall, but I feel like it should be as clearly readable as possible
- On some puzzles I didn't even need all of the tiles, so it could be cool to have some kind of "Highscore", where you have to use the least amount of tiles possible
Thanks for the amazing feedback! You've hit pretty much every theme that I've seen brought up in different ways across other playtesters, and it's all definitely worth thinking about--especially the "back of the grid" control issues and an indication of how "optimal" a solution is, given that there are several in many cases, for the hyper-optimizers out there :)
I'm curious what you mean by "more snappy"? If anything, I feel like the way blocks snap to the grid when hovering over it is as snappy as it could be / too snappy, in my opinion. Maybe you mean snapping in place before even reaching the grid, when coming from outside? That could be interesting to experiment with.
Thanks for playing!
This game had me wanting to keep playing. I enjoyed my time with it a lot. I hope to see more levels and UI polish added to this one post-jam.
Maybe! My previous jam games were fun to make but weren't inspiring me to work on them any more. I really like how this one turned out though, so it's possible! One mechanic I was excited for but had to cut was blocks that rotate 90 or maybe 180 degrees right after the pulse moves through them. I think this would add a cool dynamic aspect during "runtime" of the pulse.
Thanks for playing!
sweet little puzzle game, I think the UI/UX could be slightly polished but I'm not sure how, something about the controls felt janky and I can't explain it, otherwise its really fun! nice
Thanks for the feedback! There's definitely plenty to improve with the visuals in general.
As for the controls, one theme I've seen coming up in other feedback is that dragging blocks around near the back of the grid (farthest from the camera) can feel a little hard to control, or that the blocks get returned to the table when it felt like they should have locked into the back row. I think it has to do with the camera angle and how I raycast the mouse position to the puzzle's grid (which is very low to the table, while the blocks are tall), but I'm not sure how to improve it without making placing blocks in the *front* of the grid feel equally janky. Having a more vertical camera angle is probably the easiest solution!
Thanks for playing!
In theory, this is a 2d game, the 3d is more for visuals/aesthetics (unless you add 3d elements in the future), I'd recommend taking inspiration from the smooth controls of Riot's TFT, I also had issue with 3d raycasting on a 'board' with an earlier project and their implementation is pretty solid imo
Aside: if you add vertical layers then you could use the scroll wheel to move elements up/down layers
Very fun! The main thing that I think could be improved is the visuals. Mainly the text's font, and the simplistic blocky tiles (Just some more detail). Some level numbers would be useful (ex. level 12/14), since I got pretty far (I think) but didn't know how many levels left there were. Another nice thing would be an infinite mode (If there isn't, like I said I didn't make it to the end) with the ability to spawn whatever blocks you want and place them on a grid however big you want. Also some kind of pause menu for setting would be good too.
This games main focus was definitely the gameplay though, and it did that VERY well!
Spent way too long on this. Sadly had to throw in the towel at the level with four gates on a cross and two outputs. I meant to review more than three game tonight dammit! Very good.
The tutorialisation of this game felt masterful, I was able to effortlessly able to put the peices of what I needed to do together straight away.
The sound design and game feel of moving the blocks was also done increadibly well. It was almost more satifying to put each block into place than it was to solve the puzzles.
Fantastic game, the core mechanic is well made and presented, levels are all nice and the progression is not too steep





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