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connect's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls | #27 | 3.830 | 4.000 |
| Fun | #41 | 3.656 | 3.818 |
| Originality | #47 | 3.830 | 4.000 |
| Overall | #89 | 3.146 | 3.286 |
| Theme | #110 | 3.220 | 3.364 |
| Audio | #120 | 2.611 | 2.727 |
| Accessibility | #130 | 2.437 | 2.545 |
| Graphics | #143 | 2.437 | 2.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.7.1
Theme Interpretation
You allow a charge to transmit from source to sink
Wildcards Used
Modularity
Parts can be combined to create new items
Discord Username(s)
PhindieGames
GWJ Participation Level
10ish
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
I think this game is well fleshed out and well done for a prototype, so don't yourself up on your planning skills - it's a great game!
I had lots of fun with it and I liked the sound effects with the connected path sparkling - it's very clear to the player when the path is connected. The tutorial, undo/redo, and ending screen is all really nice too! Would love to see a post-jam version when you get more hours in your week :D
Nice game :) I didn't have problem with cutting - but maybe after reading your comment I always moved stuff a bit lower on the screen to cut it (z-index issues with labels I guess?). I liked that end game screen was playable too, I went all in and cut the letters into very small pieces to connect all 4 red dots with green one, so in the end it looked like a huge sparkling spider instead of GWJ letters ;) From other comments I see I'm not the only one. I liked it, it was short but I had fun, no need to bash yourself for having only few hours, there are many less finished and polished games in this jam (but if this is your 10ish edition then you probably know it's like that always). If you plan to expand this idea and develop something further, instead of maybe limiting the number of cuts make it a score? So it becomes competitive - whoever gets lower (or in some trolling cases higher) number of cuts ;)
Thanks! It got me thinking, if I score based on the "distance" cut, it would both discourage excessive cuts, but also the "slicing" kinda cuts, if you understand what I mean haha :) I think I'll try some variation of that
Just want to call out your comment about hopefully getting to plan better. This may not have been what you wanted to achieve, but it’s such a fun game as what it is. The concept on it’s own is really cool. The tech to make sure that everything can be sliced and connected is genuinely awesome. On top of that I think you managed to tutorialize the concept incredibly well! This is a submission to be proud of for sure.
I will say that I had a lot of fun going through a second time and cheesing things by cutting small slices instead of being hyper strategic. You could probably gate that behaviour with a max cut threshold or even make it a zachtronics game where you saw a histogram of others attempts, so seeing how few slices you could do it in is a motivator to not be anti-social with your solutions lol.
And hangabout! You also had a working undo, redo system. You’ve managed to pack soooo much into the limited time you had. I’m proud of you for this and you should be too!
Thanks for the encouragement and kind words! Prohibiting "cheesy" cuts was definitely something I tried, but it's also something it's easy to have a good feel for but that is (as it turns out) much harder to express in code (open to suggestions).
I think it could be as simple as rewarding for lowest number of cuts. Don’t have to explicitly disallow, just encourage in the direction you want.
Honestly it’s quite fun doing the cheesy way, but if I had something at the end of the level saying how few cuts I used or maybe even out of 3 stars I achieved for how few, then I’d do it; have fun; then try again.
That to say I think that it’s a great game and I hope to see a post jam version!
Okay, I've spent way too much time on this one. Good job! :D
I liked the charging (sparks) effect, and combined with the sounds it was very polished. The art itself is super minimalistic, but has it's own charm.
From a game designer's perspective, I've got some suggestions: You need to design some trade-offs for the player, for example set up some barriers or blockades where you cannot place pieces. Speaking of pieces, I think you can easily balance out the issue of "too many pieces on screen" by implementing a max count per level. For example: the tutorial has unlimited max pieces the player can arrange (for the learning effect), the first level has 10–15, level two has 12, and so on... :)
With some polish and some art direction, I can imagine myself playing it on Steam or even on mobile (I think touch controls suit your game pretty well).
Congrats on your entry! <3
Thanks so much! Limiting the number of pieces is something I hadn't considered yet, that might be quite interesting. Placement and movement restrictions were left on the TODO list :D good to have some affirmation for the idea
This game is awesome! I would love to see this prototype be continued after the jam. All of the puzzles were too easy though because you could just cut them into lots of small pieces.
Haha, thanks! I noticed that myself too. I spent some of my time trying to circumvent that but... It's easy to identify what was a cut that "should not" be legal, it's harder to express is mathematically (especially in a way that's relatively well supported by Godot out of the box because I did not have time to brush up on my geometric algorithms). Not sure what the best rule(s) would be to apply.
Thanks! I do believe that the last level only has janky solutions that require "abusing" the system into making thin slices/tiny pieces. But I figured it might be fun to discover :)