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A jam submission

Within the MachineView game page

Use the arcane runes to construct beam directing apparatuses
Submitted by CODER-J — 6 hours, 44 minutes before the deadline
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Within the Machine's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#26583.3453.636
Creativity#41653.3453.636
Artwork#79642.2582.455
Narrative#81241.8402.000
Audio#93861.5051.636

Ranked from 11 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?
Each beam has a limited "counting down" range which needs to be carefully considered.

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Comments

Submitted

A really hard puzzle game! Its metrics reminds me of Zachtronics-style games. Really simple to grasp hard to master mechanic, and B-levels are also very cool (maybe I understood them wrong, but making those winding spirals to hit every target is very fun). Controls are very polished - i'm almost never having to fight them, except when I'm misplacing the circuit one tile too close so now I have to move every movable object one by one.

Very polished and fun submission! I can see a nice fanbase for a fully fleshed out game with more levels and maybe some complimentary mechanics. 

Submitted

Really thinking-heavy puzzle game, if this was sitting in my steam library right now as-is, it'd be sitting next to games like Bean and Nothingness and Snakebird as one of those games I come back to often, just to get absolutely obliterated by the depth of thought needed to solve some of these - which is pretty impressive given the simple mechanic set! I think with both game types, you've got a very sokoban-like engine here, with how you learn consistent ideas & concepts that then need to be continuously iterated & expanded upon as you solve puzzles that build on those, rather than the kinds of puzzle games that ask the player to find the emergent interactions of disparate puzzle elements (Portal and Baba is You come to mind).

What's here is good, but if you ever were to flesh out this concept, I'd just add things - like more levels, a soundtrack, etc. - rather than adjusting the game you've already got. Might revisit this one when I'm in a puzzling mood.

Submitted

To be honest, I didn't notice that laser is movable on my first try. I learned it from the comment below :D After that, all of a sudden the game turned into a well made brain-stimulating puzzle game. I can't even imagine how hard it would have been to design levels... Nice work! I really enjoyed the gameplay.

Submitted

Really cool puzzle concept, the limited range makes every solution feel satisfying to figure out. It took me a little while to realize how everything works and that I could move the laser, but once it clicked I couldn't stop experimenting. Great job!

Submitted

Wow this is so fun! Once I got into it I just couldn't stop, but the getting into it part was a little hard. I spent a little while messing around but couldn't figure out the very first level, that was until I tried another level and realized that you can move the laser. Other stuff that could improve the experience would be some sound effects or visual effects and music of course. Great game!

Submitted(+1)

The instructions of this game is unclear, 0 audio, and art work is to simple to rate so high comparing to other games. BUT

It was most enjoyable game and creative I ever play in this gamejam. In fact it is really creative with count down theme. Mechanics are complex at start of the game but then you get it the game becomes fun. I'm pretty sure dev is fan of factorio genre games, cause I feel it like I was playing factorio building logicist. I complete like 8 levels, and ista trying to complete A11 that dev says it's impossible to complete. Well... I didn't try so hard but It is hard asf I'm sure of it. I can say, dev was really hard works on mechanics and creativity of game.
I'm sure I will back to this game to complete more of the levels!

Developer(+1)

I'm glad you enjoyed it! 

I would have liked to add some audio, and I actually had a soundtrack I wanted to use but decided against adding a potentially web incompatible library for it because 3am... I might also go back and adjust the instructions. The level select UI in particular is sort of terrible since I rushed to complete it on the last day without any UI framework whatsoever, and only then could I even design the levels. The person I showed it to the day after I submitted it didn't even realize they were supposed to click "new solution" to start. I probably should have just used "next" and "previous" buttons within the solution editor, a "switch solution" button/interface, and a "switch world" button to go between A, B, and custom levels. 

I am in fact a Factorio fan. The mechanics are based on a power/crafting system in a Minecraft datapack I made a while ago and never got around to sharing with anyone (maybe this is confirmation that I should consider it... 3d also brings something extra to the splitter puzzles). 

Speaking of Factorio, and totally off topic, I really dislike the way it handles pressing both left and right at the same time. No matter which one was pressed first, you go right. In Minecraft, you don't move at all (reasonable but irksome to me). In Celeste and by inspiration this game, the most recent input is used.