The sound effects are very satisfying to listen to whenever the marble hits the pegs, and it's pretty cool that you can just place pegs wherever you want to. I'm curious if there should be an option to see where the marble went in your last run so you can place the pegs accordingly, it could be like a bit of an easy mode in the game. Also seems like some of the UI and the backgrounds are a little low res, not sure if that's just a stylistic thing.
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PegSmith's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #3652 | 3.444 | 3.444 |
| Enjoyment | #4000 | 3.056 | 3.056 |
| Audio | #6128 | 2.444 | 2.444 |
| Narrative | #8674 | 1.722 | 1.722 |
| Artwork | #9172 | 1.944 | 1.944 |
Ranked from 36 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?
Every peg acts as a countdown. The marble decreases the counter the first time it hits each peg, and the exit only opens when the countdown reaches exactly zero. If the marble hits another new peg after that, the countdown goes negative and the exit closes again. Players must carefully design the marble's path so the countdown ends at precisely zero.
(Optional) What would you like to be called if GMTK features your game?
Septarap
Comments
All the art in the game is literally just a placeholder for now. I spent about 2 and half days in building and polishing the mechanics and self recording the xylophone tones for pegs so kinda ran out of time for art π
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But will work on them nowππΌ
Also, the easy modething is duly noted ππ
Lovely idea, great job! As others have said it would be nice to be able to remove or edit the pegs instead of having to restart, but the idea is so solid and I have fun messing around. Well done!
I will be adding limited number of peg removals on the board in next update. So basically, you can delete upto 5 pegs in your on-going puzzle board, before needing to Restart. I feel that's fair, and also gives a nice strategic freedom.
What do you think about this?
Oh, and thank you very much for playing it :)
Cool idea, very tricky! I made it to level 4. I wish you could remove pegs
My issue with it is I wanted to retry my previous solution after misplacing a peg and it felt very punishing to have to try to remember and slightly adjust when I had it perfect. Pretty frustrating when the game is already difficult. Always good to keep in mind that what seems difficult for a dev is likely nigh impossible for a first time player, I would recommend some rounds of playtesting :)
Cool countdown mechanic overall. Some levels were definitely challenging! I think you should be able to edit the position of tiles after you place them.
Very fun satisfying game regardless! :)
Fun puzzle game which I can imagine getting addictive. Well done :)
I really enjoyed the concept I could see myself sinking hours of time into this. An undo button or a clearer UI when placing the pegs would've been really nice but overall I really like it.
Hey, thank you for giving my little experiment a chance! :)
The restart instead of undo button was a conscious game design choice, as I wanted to encourage the player to try a different approach to reaching the exit, if their path failed.
But I do have plans of adding temporary shadow for placed pegs, when player restarts the game. That way, you will atleast have an idea of where you had last placed your peg and replicate the path.
This is a pretty fun game. Wish I had a little more control with the rotation mechanic but the game was fun to play around with!
Simple and fun mechanics. Unfortunately no undo button :( But I had fun learning the mechanics. With much polish I would play this in passtime.
Great job! It's a simple concept, but it works really well and it's super enjoyable. I think this could turn into a pretty cool puzzle game!
Nice work! I got some Peggle vibes from this, which I really enjoyed.
I've seen a few others suggest this, and I would love an undo button too. I know it could make things easier, but having to restart completely sometimes makes experimenting feel tiring. Sometimes I'd find an interesting arrangement, but I couldn't keep testing because I couldn't replicate the exact same setup. Maybe a limited undo option could strike a good balance?
Yeah, I probably should do something about that.
In your opinion, how about a residual shadow left behind by the pegs you place, that remain persistent for upto 5 restarts? That way you can visually see your previous placements, but not for long.
On UX front, the shadows start fainting gradually, with each restart until they are completely gone, in 5 restarts.
By the way, thank you very much for trying my game out :)
heyy, nice concept! i had fun placing the pegs. I could see this on mobile! Needs a bit more polish and maybe the option to change pegs after being placed down, so you dont have to reset the whole level.
Yep the game needs a LOT of polishing and maybe a complete look overhaul, come to think of it.
The permanent peg placement was a conscious game design decision, as I want to encourage the players to try a new plan each time they fail. It's about creatively building your path to the victory, within number constraints.
However, I'll try to find a way to inculcate granular editing of pegs, along with what I want to achieve.
I truly appreciate your kind words and trying out my little solo outing :)
A very unique idea, putting a twist on a well-known game. With some more polish this could make for a fun mobile game that me and the rest of the team would love to play. Good job and best of luck with future development!
Thank you so much! I have 15 levels ready to ship, while 25 more in the pipeline, introducing a new mechanic after every 5 levels (like a portal that takes marble to a different part of the level, if touched).
There is a LOT of polishing required, undoubtedly. and i will certainly make sure to pay special attention to that. :)
Very fun with a cool concept! i think doing some polish work on the menu and adding some animations would really bring it to life. Good job!
Oh yeah, definitely! Having animation on certain action and elements can spruce up the UX quite a bit! I do have plans to do so, along with a better BGM than just the ambient arcade crowd sounds.
Ah yes, the menu sure looks bland rn. I waited till the very last moment in building the menu. I should've planned better...I will make the menu much better, also include an intuitive level selection page so players can choose any level they wish to replay.
I beat all the levels and enjoyed it, though there are occasional bugs—like the "back" button in the menu not working, or the entrance opening while the ball was already inside it, causing the ball to simply be ignored. Itβs an interesting game, but Iβd add a limit on the number of nails. Good luck with development.
Oh yeah, the back button shouldn't be I'm the mainemu, as that is the first screen in the game. Nothing exists before that.
I'll fix that. ππΌ
The "Open" in tutorial is just there for teaching. But I'll replace it properly .
Number of pegs being unlimited has a reason. You need to hit ONLY the number of pegs shown in the background, but you can place unlimited pegs, so that you get an idea which peg location works for your purpose of reaching the exit. Then, after experimentation, you can restart and place the pegs in the right location you found by experimenting.
(Also, you can enjoy the random xylophone notes when marble hits the notes πΆ)
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Thank you for reporrting the back button in main menu glitch though. I'll fix it right away π
I had a lot of fun playing this. Well done. Only thing I wish is for an undo button or a way to delete single pegs. great work
Hey thank you for playing the game π
The restart instead of undo button was a conscious game design choice, as I wanted to encourage the player to try a different approach to reaching the exit, if their path failed.
At any rate, I will surely explore the undo button as an accessibility option in future ππΌ
Surprisingly fun for a seemingly simple concept! I do wish there was an undo button instead of having to restart, though.
Hey thank you so much for playing!
The restart instead of undo button was a conscious game design choice, as I wanted to encourage the player to try a different approach to reaching the exit, if their path failed.
This choice actually would've made more sense if I had kept in the levels with moving exit...I couldn't due to some technical issues though.
Anyhoo, I will surely reconsider an undo button as an accessibility option in future ππΌ
Cool game, loved the concept, wished if you added more levels. I had a lot of fun playing this




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