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Dracula: Restless Legs Syndrome's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #433 | 4.000 | 4.000 |
| Creativity | #982 | 4.038 | 4.038 |
| Audio | #1533 | 3.423 | 3.423 |
| Artwork | #1655 | 3.808 | 3.808 |
| Narrative | #3880 | 2.577 | 2.577 |
Ranked from 26 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?
After several moves, count down begins in which your movements are repeated in reverse
(Optional) Please credit all assets you've used
https://osadam.itch.io/gothic-pixelart-font -> wonderfull pixel art font
https://opengameart.org/content/8-bit-monstervania-1 -> wonderfull main track by HydroGene
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Comments
This mechanic makes for a very interesting and cool puzzle game, also the art style is so cute, great job!
Very cool puzzle concept, and I love the art style! It would be nice if there was some indication of how long the countdown was for each level, as it required a bit of trial and error at the start to figure that out each time
This is a really interesting puzzle! I definitely struggled with the puzzles, but in a good way! Very well done.
I really enjoyed these puzzles and the difficulty idk what else to say, really polished for the jam
Thank you so much for playing!
Really interesting idea for a puzzle game i've never personally seen before, already was headscratching on the 4rd level, potentially a bit of a difficulty spike? but i really like it, you nailed the old gameboy aesthetic with the pixel art as well as the music choice, really good example of how you can take a really simple mechanic and make pretty cool puzzle progression from it, very good work :>
Thank you so much! Honestly, the gameboy-esque graphics is the thing I am most prouf of :))
Really cool puzzle design, art and music!!
fellow dracula devs unite
Hey, I've returned after a sleep and managed to beat it this time. I took some notes on each level while I was playing, so here you go:
1 & 2. Elegant intro in < 5 seconds. "1. This is what you want to do. 2. BUT here's the catch."
3. Teaches two tricks effectively (use walls to queue actions without moving & use walls to block movement during queued actions)
4. I think this level could be cut. I felt confused when the reversal triggers. IT was feeling kinda random, but it just clicked each level has a different number of movements. I guess this level is supposed to teach that, but it took me two passes to properly notice it, so I think it needs to be clearer. Maybe a UI element (such as empty slots where the arrows appear) would help teach it passively.
5. The first encounter with a cross is a bit lacklustre. It’s just kinda sitting there not really posing a threat. It would be fun if you could introduce it in a way that baits the player into walking into it ans discover its effect in a cheeky way like that.
6. Teaches that you often just want to use a wall to go as far as possible into another wall. Useful bread-and-butter to reinforce here. It's important in the next puzzle.
7. OK this is where I gave up last time, it's such a huge difficulty spike. It feels like the wall trick can move you up or down one tile then it's very hard to know where to go from there... OK I made it two squares but stuck again… OK nice! It finally clicked how you need to use the symmetry of the level to your advantage! I was really screwing myself by locking in to just using one path.
8+ From here on out it was actually relatively easy. The new enemy type is fun but I feel like the game ends before he hits its potential. Something for a full version perhaps. The solution to the final puzzle quite a fun subversion too (**spoiler**:
just go around!)After finishing the game, I can say #7 was easily the strongest level design, closely followed by #3 as an excellent teaching level. It isn’t too hard at all, I just needed sleep, but I do think the ramp-up to #7’s difficulty should be smoother.
If you continue to develop the game, I'd love to see:
- Death and victory animations, even a simple 2-frame could go a long way
- UI making the number of remaining steps more obvious
- Undo 1x step button (seems like a standard in these games nowadays)
- Keep adding obstacles and seeing what kind of interactions they bring
Thanks for a great game! 🧛♂️
Thank you so much for such detailed feedback! Its very useful as it is my first puzzle game ever actually. I think post mortem this game lacks some sort of more smooth entry into the harder puzzles (like the cross ones), like level 1 and 2 kinda work introducing basic concept. But again, thank you for your time 😅
I tried my best, but other than trial and error I was able to complete the levels! love the music, but defiantly a mind-bending gameplay.
Thank you for playing!
what a brain teaser. great concept!
One of my favorite game - even though it broke my brain. I managed to complete it but the the 3-4 move sequences that plays in reverse order is hard to wrap your head around! I actually found the last few levels to be easiest because they were more "open"
Great concept and implementation :)
The puzzles were satisfying to figure out and the game is well polished overall. Great job!
The game feels great to play, and the art style is really nice too. It's just a bit challenging for me.
Thank you so much for playing! Yeah I should have prolly add more easier levels in between
Very creative puzzle concept and the vibe is so strong! Love the pixel art and especially the flashing eyes on the Count and the cloud animation at the top. Small details that bring such a lively energy for what could easily be an abstract puzzle game.
I just feel like the difficulty curve was too steep, going from easy levels with multiple solutions to one which I just can't figure out (I am sure you know which one!). Some in-between puzzles to help me learn the required concepts more gradually would help a lot here, because it's challenging to make that leap.
I may come back after I've had some more sleep!
Thank you for playing! Honestly making these graphic effects was most fun haha
Yeah I discovered during playing my game knowing answers beforehand skews your view. Try perhaps this combination: (SPOILERS) right, down down, left, left down. Next puzzles are based upon this concept
Yeah, I had a similar experience watching a friend try to figure my game out on a call a few hours before the deadline like... "oh yeah, I didn't really explain half of this stuff, huh?" 😅 For a puzzle game it's got to be doubly true! Fresh eyes from playtesting is very valuable. I think this little known channel called GMTK may also have some vids on puzzle games which may help.
Did you ever play The Witness? I think that game makes it really obvious because they literally use puzzle familiarity like a metroidbrainia gating system. Like there's nothing stopping you exploring a late game area from the start since all puzzles are solvable in isolation, except the puzzles are too hard because you haven't found the ones that let you have the "aha" moments yet. The fact that that principle can be used to gate exploration in such an effectively-rigid way is very eye-opening for just how crucial those "teaching" puzzles are!
Ight nah I love this. Extremely fun. Love the home screen art
Thanks! I was inspired by old gameboy/nes title cards :))
Wow this game is hard!! I did a couple levels with the moving guys and wow haha, I feel like the learning curve was steep but very creative idea! Also I love pico8 :)
Thanks for playing! I used Godot but I stole Pico8 pallete for pixel art cause its so pretty
Really good use of the theme! And a fun puzzle :D My brain hurts now...
Thank you so much for playing! I made a lot brains tired today ;_;
That's a good spin on the theme!
Thanks!
Banger idea, I had so much fun playing it. I really like the artwork and the audio :)
Thank you so much for playing :))