It's like A Way Out, but in 2D. I like the idea, but why is the resolution 1/4 of the screen, was this tested? Also, the characters moves so slowly, and the dialogue was very repetitive, i.e. i have bad knees so the other guy can move the boxes, or i can't open this door, so the other guy should. got it the first time, don't need to be reminded another 10 times.
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Unlikely Pals's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #29 | 3.385 | 3.385 |
| Fun & Game Design | #48 | 2.821 | 2.821 |
| Visual Style | #53 | 2.821 | 2.821 |
| Originality & Innovation | #54 | 2.821 | 2.821 |
| Audio | #70 | 2.385 | 2.385 |
Ranked from 39 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?
Two unlikely pals (a prisoner and a guard) has to work together to solve puzzles
Did your team create the vast majority of the art during the 4 days?
Comments
Thanks for the feedback. I used most of my time focusing on making puzzles after getting the core mechanics working. So some polish on the mechanics that probably are needed wasn't done.
I chose 720p for the resolution to make it play as an embed, without the need for fullscreen. It was a choice I made to avoid using a lot of time getting scaling working with the Godot export settings.
The character movement seems to be a preference thing. Friends of mine that have tried it likes the speed, but a lot of people on here has commented that it is slow. So for an update, I'll probably look at making a walk speed setting for it.
The puzzle designs are really clever! I had a lot of fun solving them!
Hey!
I had to check your game and what do I see?
Crazy how similar our games turned out, right?
I loved the puzzles, very intuituive with a progressive pacing introducing new mechanics along the way naturally.
As it was a jam ofcourse the polish could have improved but it was so good, the only thing which could have been improved I think was giving like 2 rows for players to switch easily? because going back and forth was painful due to fairly slow movement - or the movement speed could be increased ...but then the gate shutting speeds also had to be tweaked.
Anyways, it was an experience for sure!
Thank you for the keeping the sokoban genre alive!
Thanks for the feedback! It was fun to see how similar they are at the core, but how different we impelented it.
It's weird, because for me the movement didn't feel slow at all. But it's feedback I've gotten from a lot of people this jam, so absolutely something I'll take note of going forwards.
I'm glad you liked the puzzles. Funny enough, those where what I was the most worried about.
Good music choice! I do wish the movement wasn't so slow. The level lighting did not feel very prison like. That being said a solid Sokoban game
Great puzzles! I just had issues on colliding with the boxes. I would to love see you patch it post jam. Great job!
at the beginning i dont even know why i played and i keep going and win, i lock in when i see puzzle game
i like the puzzle things and its very interesting see something like this in the jam!!!
It's fun! I like puzzle games and the references at the beginning and at the tunnel were very funny
Really enjoyed this! The puzzles were really well made and fun to solve.
Best part is definitely the SEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
nice work, good puzzles! could use some changes to the player hitboxes when trying to move around, but otherwise a really good job! :)
Good use of the pal theme with the 2 characters switching depending on what needed to be done!
I love the inside jokes at the beginning. The box colliders are a bit finicky it kinda sticks to me now and then but other than that really good game!



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