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The Level Machine's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #77 | 3.500 | 3.500 |
| Gameplay | #121 | 3.182 | 3.182 |
| Overall | #245 | 2.709 | 2.709 |
| Innovation | #267 | 2.545 | 2.545 |
| Audio | #339 | 2.091 | 2.091 |
| Theme | #387 | 2.227 | 2.227 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Challenges
Open Source
GitHub repository url
https://github.com/scmx/gamedevjs-2026-machines
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Comments
Nice puzzle-platformer
I like the level design and the overall style of your project; it reminds me a lot of Flash games. I really enjoyed your game; it kept me entertained. I assure you of my 5/5 star rating xD
So smooth!! love the classic platformers :D and collaborative!
Nice game. i liked the level editor and procedural generation.
Thanks! There's an easter egg if you double click on the seed displayed within the editor, then you get a new random seed immediately.
I only got so far thanks to AI tools. But I have messed around with procedural generation and making custom editors before, so I provided those as references when I prompted.
Changes done in the editor are recorded as operations that can be replayed on top of the procedurally generated level.
Somehow I got stuck with 2 players and reset is more like respawn? is there a way to get back to a fresh start with just 1p?
Unfortunately there is no built in way right now. You could inspect the page, select the iframe and run `MODEL.players.pop()` to remove the second player. There is a partial save state stored in local storage, which level on, how many locks have been unlocked on the level. So refreshing the page or pressing Restart could work. Second player is added whenever WASD and some more keys are pressed. Or when a button is pressed and two gamepads are connected.
I'll definitely add some way of removing the second player after the jam. Probably via the main menu. I had a way making the second player be dragged after the first player, but now that can lead to it ending up within walls..
Reload button within the editor is meant to reload level as it was with changes applied on top. Undo was meant to do the same while skipping the last change operation.
Naturally there's bugs everywhere :)
Thanks for playing!
I liked the gimmicks like doors that require springs and keys, it’s a fun platform game!
Thanks for playing! I tried to make it dynamic. The door unlocks when all the colored locks have been unlocked. The unlocked locks are used as save points as well. The colored buttons toggle the nearest block of the same color. I planned to make levels where you would need two players to collaborate like that to complete it. Correction, currently it doesn't only toggle the colored block, it permanently removes it's collision. Might change that.
Nice game, the level design is cool
Thanks! I had a fun time making every button on the Xbox Controller do something in the editor. There's some bugs and I seem to have broken the editor a bit last minute, but at some point two players could edit a level simultaneously with their gamepads. But I didn't get to adding a smooth way of saving the level edits made by my kids on an iPad.
Very neat take on a puzzle platform game. One thing i think you nailed was gameplay. I think alot of platform games rely on persision but yours seems more like avoidance of obstacles... i know that may not make sense but i prefer your style of platform game over persision.
Your art was very delightful, bright colours and very cartoon vibe. The sound fx seemed a bit too loud but i think this is a very fun game. Very good work
I'll change the default sfx to medium. I did manage to add audio settings off, low, medium, high but forgot changing the default.
Thanks for the kind words regarding gameplay! I did use AI for most of that, telling it strictly how I wanted it and by providing examples of how I have written from scratch before with taking input from both gamepads and keyboard. Writing a platformer from scratch myself without AI assistance didn't work out great all the other times I tried. So I'll need to analyze the code and see what I can learn from it myself. Planning to do some manual refactoring when I have time. But then again a tiny change could totally break the feeling of a smooth gameplay. Thanks for playing and reviewing!
interesting game but quite confusing for me to understand at first. I also see the same sfx bugs that were mentioned and also sometimes the wheel didnt kill me and sometimes it did. I think with more work though there is definitely some good level design that can take this to the next level!
Thanks for playing! Some blocks seem to give an extra jump. The spring doesn't work properly if you jump while on it. But I haven't heard a bug specifically related to sfx myself.
Managed to finish the first level but I couldn't beat the 2nd one. I didn't realize until deep in that this could be a 2 player game, and I think that's how I was supposed to figure out level 2 but I still couldn't get it. The controls are smooth, but there are quite a few bugs. When jumping I accidentally trigger a multiple sfx bug when near walls. Also the level editor isn't functioning properly, but I can't blame you since this jam only had so much time. Kenney's assets are good as always, and good job putting it all together!
Thanks for playing it! You need the editor to complete level 2+. During development the game was played a lot on an iPad with 2 Xbox controllers. The editor was usable for both players at once to customize a level. But during the last crunch I only tested editor on desktop. The editor does work with keyboard shortcuts if you press the right keys OZXCFV. With gamepads I noticed that there seems to be an offset problem where the correct keys no longer work as intended. Lots of bugs to fix later.