Play game
^3Web's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #6 | 4.360 | 4.360 |
| Overall | #16 | 3.672 | 3.672 |
| Metroidvania | #20 | 3.840 | 3.840 |
| Enjoyment | #27 | 3.400 | 3.400 |
| Sensory | #31 | 3.520 | 3.520 |
| Execution | #32 | 3.240 | 3.240 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
3x3 rooms map, visually simple with 16x16 sprites. Few puzzle elements, but very versatile. Few upgrades and the progression is simple.
Team/Developer
Falcon Nova & Yuri Gore
Reference info
falconnova
Leave a comment
Log in with itch.io to leave a comment.







Comments
I adore the neon colors and the retro aesthetic, and the music and sounds are amazing, but boy did I immediately get completely overwhelmed as soon as I started the game! Then I watched the official playthrough... and was no less confused than before!
I think for me it was really the issue of throwing everything at the player all at once. As soon as I got the gravity upgrade, it felt like the entire map became accessible all at once, and there was never a chance to learn or focus on any single mechanic or object. That said, the minimalist vibes are great, and from what I've seen in the video, the final boss looks cool!
Apologies for the short review and not beating the game fully, I really wanted to fully play at least every game that left me a review, but it turned out a lot of them were much longer and more substantial than I expected and I "kinda" ran out of time - people really went all out this jam! 😭
(That said, I do find it really cool that between this and Gravoneer, I've seen at least 3 different implementations of gravity in the jam (player only, player + props, props only), and all 3 featured an ominous thing hanging out in the middle of the room at some point!)
Nice game, very clever idea, got stuck on the beginning but figured out how to proceed. had some fun playing great music and sfx overall great job.
This is a very cool idea, I like concept of this very dense 3×3 map, but there sure is a lot of jank. I feel like I solved most puzzles by just shaking the box around until things worked, and it was hard to tell when that was intended and when I was just janking my way through. I don’t know what the magnet does, I never managed to find a use for it. I haven’t played the post-jam version, to be fair, but I do think that the physics are the main things holding this back, so if those are improved, that’s a big plus. Nice work overall!
I love the simplicity of the design. The rotating mechanic and all the abilities are a lot of fun, and I'm a sucker for physics-based games. I'm not very good at puzzles, but yours blew up my tiny little brain, and I had to look at the solutions video. In a bigger game it would help to introduce the player to the mechanics with simpler rooms with obvious solutions before ramping up the difficulty. Well done!
At first it seems too overwhelming, but once you get used to it the game becomes very enjoyable. Only downside is when stuff gets stuck because of the poor physics. Game is designed well, but maybe the fall speed of the objects should be slower
Very good. I got overwhelmed at the start, not gonna lie. But after solving three puzzles, it was relatively smooth sailing. I liked the final stretch, star escort mission, where the whole map layout turned into a puzzle. Nice variety in such a compact form. I don’t think I used the magnet at all, because I finished the puzzles requiring it by accident, just chaotically rotating the level. It was a cryptic but fun experience.
Congrats on solving it without using the magnet, it's an optional upgrade!
I loved the graphics, the music, and the idea of rotating the screen in connected spaces. But I couldn't solve any of the puzzles and got quite lost. I believe the game should start with a set of easy levels and then move on to the more difficult ones, so the problem here was the difficulty curve.
I really like the concept, and I think the game looks great. But imo the physics holds it back too much.
I got lost early on since I didn't realise that powerups could go through the red obstacles, so I started 'solving' puzzles by randomly shaking rooms around until the boxes ended up where they were supposed to go. I don't know if this was intended. Getting the second powerup felt like it was too luck dependent, since it could easily slide into the reset points without giving me enough time to react. I stopped shortly after getting the second powerup. I actually tried using it in the room I was supposed to according to the walkthrough, but I had to actively fight the physics to get it to work which made it feel like I was breaking the game (again).
It's a genuinely interesting game that I think I'd love to play if it didn't feel like I had to fight it just to solve puzzles I've already figured out the solutions to.
Rating on the jam version is fair enough and I'm not asking you to revise your rating with that build, but check out the Rapier Physics build linked on the jam page if you're interested in playing it with (supposedly) better physics.
I tried both versions. The rapier build had some stuttering issues that made some rooms almost unplayable. But I'm pretty sure that's a hardware issue, the laptop I played it on is garbage. I'll give it another go with my pc the first chance I get.
I think my issues had more to do with the loss of control due to the physics simulation rather than the physics itself though.
The game was asking for me to precisely control multiple moving parts (at least the player and one object in any given puzzle), and to account for how the realistic physics would naturally disrupt that precision. If the simulation were changed so blocks couldn't rotate and all momentum was cancelled when gravity changes it probably wouldn't have nearly the same control issues.
Sorry if my original comment came off as harsh. I do like the game, physics aside, it's very well designed with interesting puzzles and I'm shocked by how much content you crammed into 9 rooms. So most of my frustration really comes down to the fact that I want to play it but have a hard time doing so because of a single issue.
Played it again on my pc. Almost got to the end, here are my final notes:
Overall, it's a great game with a handful of issues that are fairly common in game jams.
Hell yeah. Unfortunately my victory ball got stuck in a wall. But this was great. Maybe use a more stable physics solver if you develop this further.
Edit: Just saw the other version.
This was fantastic. At first it felt like some of the puzzles were impossible and I felt kinda bad skipping some but then after getting the abilities, all was clear. The physics nature was mostly good, resetting was fast, which I really appreciate but the directions for clearing the web didn’t work for me and you only get to see them once so I always just had to leave the room.
I really enjoyed everything until the final key to the boss and the boss itself. It was sooooo easy for any number of things to go wrong for no reason (several time the key simply hitting my web would cause it to despawn!) It was probably 20 min. Initial tries were fine but it really got tedious. Then the boss, after the pain of unlocking the door, I just couldn’t move fast enough; the lizard would take a “trapped” box and I’d have to reset. Having the walk through was super nice so at least I know I really did make it right to the end.
Loved having gamepad support. Great puzzles and foreshadowing, after getting the cube ability and realizing its full behavior, I felt so smart thinking how to use it. Loved the unique abilities.
A comic side effect is how much of a struggle it’s been typing this up, I keep wanting to tilt the screen to move the cursor around.
Again, great work!
Enjoyment 4/5. Execution 3.5 rounding up to 4/5.
The execution issues and enjoyment issues always blend into each other for me. Between what I played as a beta tester and what I played now I think the enjoyment would normally be higher, but the stuff that happened with the last boss was a lot. The actual base game is pretty enjoyable on its face! Just a lot of little details added up here and the small physics glitches in the boss fight hurt it for me :/
Sensory 4/5. What's there is good and communicative, both music and sound.
Metroidvania 5/5: Multiple mobility (or in one immobility) abilities? Check!
Minimalist 5/5: Theme supported by visuals and small number of elements? Check.
Overall solid. I know there was some 'trolliness' that was more intentional and I'll have to try the alternate physics version at some point, as I imagine it's subject to fewer accidental issues and would let the intended punishing stuff shine more.
I loved the art style the sounds the music the game feel is strong with this one great job and the puzzles were nice
Very cool game!
The idea of a small puzzle box metroidvania is very interesting, and I liked how it looked and the music.
I think I managed to solve like, 75% of the puzzles before I stopped. I think the physics being so fast and loose, and the way you have to solve some puzzles feels like you are not doing the intended solution, which can make it a tiny bit frustrating at times (specially when you are rotating the screen fast to move a box in mid air precisely).
Really fun to see so many ideas cramped in a small game space though, even if that made it feel really janky.
Great puzzle! Most of the game I was in one of the following states: What is going on here? Is this physically possible? I did it!, and then what?.. And only the stated limitations of the game (3x3 map, what could be easier?!) kept me from giving up when I once again got lost/broken the level/went around the map in a circle and still didn't understand anything.
The visual style and sound are also at a high level.
Only the lazy didn't tell you about physics. Didn't tell you, and I won't.
The only improvement that can be made right now is to change the screenshots. You can use them to make hints for all the mechanics. And make them understandable not only in animation but also in a freeze frame (as in the second screenshot).
So first of all: the idea of the game is great and the puzzles you designed are all very interesting. But: it is difficult to navigate the world without a map and sometimes it is unclear wether a puzzle is difficult to solve, because I am dumb or because a level is broken (due to clipping objects). This quickly gave me the feeling of being overwhelmed.
Other than that: the art style is simple but works extremely well. Also the music is setting a cool retro vibe for the game.
All in all: Great game, but some pointers would have been great.
I think the concept here (gravity manipulation across fixed-size screens) is awesome. Unfortunately I think the game opened up way too quickly - the moment you get gravity manipulation you suddenly have access to several different puzzles. The very first one of making a colored tile reach a square was fine, but they quickly ramped up in complexity in a way where I couldn't tell if I was missing powers or if I simply didn't understand what was going on. The hitboxes of the "kill the box" red zap tiles were very large and unforgiving for a game where you don't have tile-precise control over the box's trajectories. Coupling in the occasional "critical object clipping out of bounds" and I ultimately somehow wrapped back around to one of the starting rooms and backed out. I'd need to watch the solutions video I think.
I did play on the RapierWeb build. Physics seemed mostly stable, but with the occasional clipping or lag spikes as a lot happened in quick succession - truly not sure what to do about those issues except for aggressive OoB checks for critical objects haha.
While the current state makes sense from a minimalism perspective, I think I'd really love this concept if you gave the relevant puzzle rooms some more breathing space - with simpler navigation rooms between them, and expanding the world out to more gradually introduce the mechanics. Later on would be a great spot to have the more tightly interwoven puzzle screens, once the player has already come to grips with the basic systems. This is an *extremely* good idea you could do a ton more with, and I'd love to see it.
Tried this for a bit but I could not figure out a single room. The only rooms that seemed at all approachable with just the gravity switch ability kept breaking due to objects clipping into each other or the walls. Reset room was often also really jank since depending on gravity direction you could easily end up just dropping right out of the room before you could register what was even happening.
If you're still interested in the intended experience, maybe trying the RapierPhysics build on the main page could help. Either way, thanks for playing!
I really liked your game, I beat it!The concept is really cool for a metroidvania, It's super cool how you were able to fit so many clever puzzles into like 8 rooms lol. A lot of the puzzles were very neat, and I really liked the concept of the star orb. But it kept glitching out which was a bit annoying! The web was bit janky to work with too, but I liked the concept! And in one of the rooms one of the swinging boxes kept glitching into the wall. And the last room was cool, but I thought the tongue attack was super annoying. like I could be so close to beating it then suddenly I have to reset if it takes one of the harder boxes. But, I guess that's the point. But I thought it was really cool how you incorporated (almost) all the mechanics into the boss fight. I wish you had to use the magnet more. But overall, my favorite game so far! Seeing such a cool mechanic implemented in Godot is inspiring!
I have to chime in in agreement that I wish the physics were a bit more stable - I appreciate the reset button to help out there, but the number of rooms i Had to reset just 'cause something had gotten stuck in something else was very draining. Escorting the star ball through the multiple rooms is a really clever setpiece that I wish was as fun as it deserved to be instead of frustrating.
I also had an issue where I accidentally rotated myself out of the magnetism room after unlocking the upgrade, and so didn't get to read the instructional text 'cause it disappeared when I left. However I also never really worked out what magnetism was for, so...?
BUT importantly it was cute and fun. I felt very lost at first but when the core mechanic started clicking it really clicked, and I had a great time with it. It's a shame that the buggy physics made the final stretch kinda put a damper on that 'cause with the kinks worked out I think it'd be a real fun lil experience with a lot of potential for a variety of puzzles.
If you're still interested in the intended experience, maybe trying the RapierPhysics build on the main page could help. Either way, thanks for playing!
This was a really silly and creative game. :D
I like the way the whole game used and reused such a small number of rooms.
The main issue is that the physics were really frustrating to deal with. I'd get trapped in boxes all the time, boxes would phase through my webs, and... the star ball. (- _ -)
The star ball would float off into those red cross things no matter how softly I tried to nudge it or how many webs I used to guide it. The concept of that puzzle is so cool, but every time that ball got reset back to the start felt awful and unfair. Fixing the physics sounds like a huge undertaking though, so I get why it's like this. >.<
Overall, all the puzzles were nice though! They were all interesting and pretty varied. (That includes the star ball, once it finally works)
I really liked using the webs to stick those boxes in place. (^o^)
And then there's twists on that!? :O
Figuring out which place fit which new ability was also a joy.
2nd comment, with more minor stuff.
Some issues:
- I got stuck just before the Freeze upgrade, because I couldn't figure out what I could even do next. I didn't notice that the upgrade was in a ball that rolled around. Once I saw it moving, it was a fun puzzle though. Maybe something could be done to bring more attention to the rolling?
- The purple box mechanic took a long time to figure out what was even happening. Maybe something could be done to draw attention to how standing in the right spot makes the boxes activate? Maybe the spot you need to stand on changes color when you're on it?
Some more cool things:
- The music was good!
- The "boss battle" at the end was fun and goofy!
Nice game! :D
p.s. Thanks for hosting the jam.
If you're still interested in the intended experience, maybe trying the RapierPhysics build on the main page could help. Either way, thanks for playing!