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A jam submission

CutDown!View game page

The Juiciest Puzzle Game
Submitted by Bart Moon — 3 hours, 12 minutes before the deadline
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CutDown!'s itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#6253.9133.913
Creativity#18603.8263.826
Audio#25923.1743.174
Artwork#28063.4783.478
Narrative#54892.2612.261

Ranked from 23 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?
There is a clock that counts down to when enemies will shoot, The whole idea is also a play on words Cut Down (Countdown)

(Optional) Please credit all assets you've used
see description for full credits

(Optional) What would you like to be called if GMTK features your game?
Bart Moon

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Comments

Submitted(+1)

I really liked the puzzles, as a certified puzzle man (iykyk) a couple later levels had me think for a moment. The one where two guys shoot each other is cool. The aesthetics remind me of Mirror’s Edge, kek.

Movement feels a bit sluggish (although I struggle with that myself when I make a tile-based game), and I didn’t really pay attention to the enemy movement hint arrows because I kinda memorized their patterns, but obviously it’s nothing game-breaking.

But otherwise, very solid entry, especially for two days (I think?)

Developer

Mirror's Edge is my huge inspiration from the begining of me joining Game jams (I even mentioned it in the only devlog that I wrote for my first entry) I am glad this shines through in the game. 

I know I struggle with movement, but I try to improve each year!

Yeaa, the arrows are there to make the game a little easier/more accessible. I wanted to include an option to disable them, because memorizing patterns would be my way to play it, but I didn't have time to do that as a toggle, so I just stuck to having them on by default.

Actually I hope that doesn't impact your impression of the game but it was made over whole 96h period, well I settled on the idea after first 24h passed, but for exmple movmement was done by that point anyway, so it didn't fully go to waste. Last 10h was pure craziness I fixed some bugs, did level art, sequenced the levels in this order that you can now experience etc.

Cheers Puzzle man (i know so i know)

Submitted(+1)

Hey puzzle game brother, I loved your game! Nice polish

Submitted(+1)

This is so good. Plays fluently, consistent presentation in terms of gfx and sfx. I was hooked for quite a while. Very unique concept.

Submitted


Not sure if this was a graphics error because of my potato or not, but I found after looking at the walkthrough video that there was supposed to be a tile here. This is probably an issue that's happening only to me though lol

Anyway, for something that might be as short as this, there's still a razor sharp level of game feel combined with smart puzzle design and clean visuals. Great work on this

Developer(+1)

You are the second person this happened to. It is SO UNLUCKY that it happens to THIS exact tile 🤦

Submitted(+1)

Oh now this is what i'm talking about! fantastic idea. very unique concept for a puzzler, and really fun. Absolutely well done!

Developer

Thank you Ellie!

Submitted

Really fun puzzle game! I was pleasantly surprised when I realized I could dash; it certainly added another level and uniqueness to the puzzle aspect. The difficulty scaling is done really well (definitely one of the most well-balanced in a jam I've played), as I was never too frustrated with any level. The undo feature was much appreciated lol, although I did encounter one bug where undoing would not revive the enemies, so there are perhaps some unintended solutions using that. 

Still, it doesn't detract much from this great game!

Developer

I was fighting with the undo feature and thought that it finally works perfectly, it turns out I was mistaken. I will have to investigate what could've happened there.

Submitted

I really liked the puzzle design in this game! In the first level, I initially thought that I was controlling the top-left character (which was actually the enemy!) and also didn’t fully understand the CutDown mechanic until accidentally doing it in level 2 (I walked onto the same square as the enemy was standing on in order to complete level 1), but I really liked how the mechanics were learned intuitively as I progressed through the game (especially in the purple level where you have the enemies shoot each other).

There’s a small bug where the enemies don’t respawn after undoing the move if they shot each other the previous move.

Overall though, the mechanics are very creative, and I would definitely like to see more of this :)

Developer(+1)

It is my mistake of merging levels together during last day of the jam so that I will be able to submit in time. First level should explain stuff a lot better. I saw that players are always going around level 2 and try to cut down by approaching the enemies. I should've shown that you can jump gaps earlier.

Thanks for playing! Glad you enjoyed.

Submitted

This is a really well designed and executed puzzle game for only 4 days!  Gameplay is snappy with good sounds and feedback, and the cutdown move is very satisfying!  The undo button is huge for eliminating potential frustration.  My favorite level is the one where none of the enemies shoot, but the one right after that is a close second.  Having a level with no shooting did feel like a nice twist after getting used to it.  

I think my only piece of real criticism is the player being able to dash any amount of spaces to cut down an enemy wasn't clear to me at first.  I was trying to sneak up on the right guard on the second level in the top right corner and was confused when I dashed.  I think all the rules are clearly laid out in text except for that.  I'd potentially adjust the first level so that when the player gets the cut down on the enemy it happens from a long range to really show it off.  It seems that the spot you'd typically cut down this enemy you're only two squares away from them, it was so close I didn't even pick up on the distance.  Maybe even have the enemy on it's own section you can't reach by walking so the player is forced to learn about the dash before progressing.  


Developer

It is sadly a side effect of trying to cobble everything together on sunday. I had to cut some levels and merge others together (joined together haha), so the effect was also not satysfying for me to be honest, but I had to accept that. 

I agree with you are proposing here, it would have been a better level and better introduction. Level 2 could also do some work, but it is what it is.

Thanks for playing Matt, very glad you enjoyed it!

Submitted(+1)

i've played a lot of puzzle games for this jam, but this one's a favorite!! the visuals were quite nice, and the puzzles were impressively well designed (I've said this many times before and I'll say it again, puzzle level design is hard!),, so it was a lot of fun!

Developer

Thank you! I must say that I've played quite a lot of good puzzle games this jam. 

Sorry to brag but I feel like I hit the pacing of the puzzles quite well this year and I've also encountered games with great puzzle progression, the GMTK community is getting better and better with puzzle design (probably in part thanks to Mark's videos on the matter)

Submitted

This is a nice little puzzle game that is well polished.
The cut motion, in particular, is so smooth and feels really good.
:)

I was going to say that it's a stretch for the theme (based on the wordplay alone), but then I remembered the giant clock on the wall and went "oh yeah...".
XD

Only thing that I would suggest is some visual indicator to tell the entry and exit doors apart, aside from proximity - or just making the exit door more prominent in general.
There was one level where I couldn't figure out what to do because (as it turned out) I didn't see the exit door, and I thought I had to go back to where I came at the start.

Unrelated, but for your reference, I got stuck on the following level.
Doesn't seem possible to get the block on switch.
Doesn't seem like it would help (unless it alters movement patterns).
Doesn't seem possible to take out the guy on the right and the two down below (and forget about getting to the door! XD).
Not saying it is impossible, mind you, just that I have given up.

Developer(+1)

So... That has never happened before 🤣

Thank you for playing and I am so sorry. I have no idea why but THE ONE most important tile is missing from the level based on your screenshot and it seems like it happened only to you out of all players (that I know of).

I know we already spoke on discord, but I have to investigate it, this is so random and this exact tile for some reason...

Submitted(+1)

That's simply my favorite game so far. Amazing job i had so much fun and the effects + music where so satisfying. You are an inspiration for what I can achieve in unreal or as game dev. Thank you again for trying my game as well and hope to see you again in the next GMTK game Jam and hope you end up in the top 10. I could genuinely play this game for hours, i love it

Developer

That is some high praise, thank you!

Submitted(+1)

This is probably the best Sokoban puzzle game I've seen in this game. The levels are very well design and really go through the process of misleading me and forcing me to rethink my steps. The difficulty ramps up very naturally introducing more mechanics without relying on lengthy tutorial is a nice touch. Dashing towards enemy to kill them is very satisfying and I love the levels where you need to use enemy to dash to disconnected tiles.

I wonder if it would be completely overpower to have the ability to skip a turn without moving. Perhaps that would ruin some of the levels but might be what some players expect to have coming from other Sokoban-like. The indication on enemies are fine but could be a bit more clear. Given that each enemy seems to have a fixed route maybe a spatial route preview overlay on the tiles is more proper.

Nonetheless, super fun game! Good job on the submission!

Developer

I think skipping a turn would kind of defeat the purpose, but I've placed some tiles that let you do that by just walking up and down for example to progress turns without changing your position. When it comes to showing enemy movements... I personally would remove them from the game so that it would be a skill to learn the pattern, but I do believe it is better game design and makes it more accessible to show it. The way it is currently implemented, although it could be done in a better way visually, is a compromise between what I like in games and what I think people enjoy in games.

Thanks for playing and for detailed feedback

Submitted (1 edit) (+1)

Very good game ! The idea is cool, and the gameplay is satisfying. You have very nice puzzle design, with good tutorials, increase in difficulty and new interesting mechanics. The walk to the door after a level is complete is a bit slow, maybe you could like "slash" the door for example ? Anyway, I can totally see the potential as a complete game, with a lot more rooms and different situations and mechanics. Well done !

Developer(+1)

That is a great idea that I wish I had before submission. Adding a feature to just cut to the finish would take 10 minutes and probably would lead to better experience.

Thanks for playing!

Submitted(+1)

Very solid entry! I really loved the visual style and the overall puzzle design. The mechanics are easy to understand, but the puzzles still feel rewarding to solve. I finished the game wishing there was a little more, which is always a great sign.

If I had one small suggestion, it would be to make the movement feel a bit smoother or more continuous. Sometimes, once the solution clicked, I wanted to execute the sequence quickly, but I had to wait for the previous movement to finish. Making movement flow a little faster could make solving puzzles feel even more satisfying.

Great work, and best of luck in the jam! If you have some time, we'd also love for you to check out and play our entry. We'd really appreciate your feedback! :)

Developer(+1)

Thanks! I'll be playing games soon I hope I will be able to provide good feedback.

Submitted(+1)

Super fun! The puzzles are great and the slashing effect feels super nice. I loved the realization that you couldn't simply go slashing all enemies mindlessly. What seemed to be a simple puzzle game about not getting shot turned out to be a much more complex challenge. Great job

Developer

Thank you! Glad you enjoyed it

Submitted(+1)

Very fun! I like the animation and the effects and the overall feel. I only found myself wishing the inputs were a bit more snappy, and also found myself not looking much at the clock but that could be just me. It would be nice if the game can detect when you get stuck, since it looks like that's intended if you don't cut them down in the correct order, but I see in the info that you can skip stages so it wasn't too bad. I could see this getting more and more fun as it goes on if you add even more variety/abilities/etc. Really liked the idea!

Developer

Thanks for playing.

 I believe "stuck detection" would defeat the purpose and I don't think there are a lot of where you get stuck in a way that 2-3 undos wouldn't take you back to a place where you can continue with a different solution. If I am wrong, feel free to correct me with an example :D

Z for undo, R for restart and N for skip are there just for thath.

Movement is a thing that I get wrong a lot, I usually start with a good snappy movement and then when more features (and undo) gets added it gets bloated and feels off :/ I believe that I am improving as the jams go by, but it is an Achilles heel of mine.

Submitted(+1)

This was actually very fun, the puzzles very very nicely designed - and that's saying something since I don't usually play puzzle games. This was a breath of fresh air tbh.

Loved the animations as well on the player. And the sound design was decent as well + the very nice slashing effect.

I would say you can improve quite a bit on UI/UX. that would probably be my main issue with it. Just a minial UI with R to restart and stuff.

Also yes moving faster would be great as well as some level polish would help greatly I think.

All in all I had fun.

Developer

Thanks for playing!

Submitted(+1)

The puzzling was pretty on point! I think the game would benefit greatly with more general polish and faster controls, particularly when moving to the exit once every enemy is down!

Developer (1 edit)

Thanks for playing :D
I was playing Killover on friday (don't ask) instead of working on the game, I blame you for lack of polish.

Submitted

damn, oh no xd

Submitted(+1)

Nice! but how do Ige to the door after I clean the 3rd level?

Developer (1 edit) (+1)

Hey! That is the catch. You need to cut them in correct order to not end up on the platform.

spoiler! solution: https://imgur.com/a/N5APJxJ