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A jam submission

Out of BodyView game page

A block pushing puzzle game where death and possession are keys to the solution.
Submitted by BigSeed Studio — 2 days, 6 hours before the deadline
Rated by 4 people so far
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Out of Body's itch.io page

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Ai Usage

Human made

If you have competed before, how has your game changed?
- Demo available on Steam (preferred version)
- Application is now properly signed and should not be flagged by operating system
- This demo is shorter and more focused than last year.
- It also includes a preview of some mechanics in the full release
- a bit of story/narrative was added at the beginning

Genre

Strategy

Turn-based | Card Games | RTS | 4X

Puzzle

Mystery | Advenure

Rating

Family Friendly

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Comments

(+1)

I really enjoyed playing this game!  I love a good puzzle game, and I fully admit I got stuck on the third level for a bit before my brain finally kicked in LOL  

The music and sounds are great, and fit the overall concept well.  I love the twist of having to basically remove your soul to go possess something else to aid in your puzzle, and having that require the necessary hearts really makes you have to think through the solutions for each level versus it being an easy no-brainer.  Optimizing the use of the hearts and being able to get back to your body was awesome.

I felt like the game taught you the basics in a natural way with the signs and level names giving clues without overly hand holding you.  While figuring out how the different level elements, like switches and all is something for you to figure out through experimenting with solutions. 

The story setup is moving, and I really hope it has a happy ending!  The thank-you sounds from the souls are so adorable.  And thank you for the accessibility options like turning off screen shake!  The fonts for the dialog were also clear and easy to read.  I played it using my controller, and it all seemed to work well.

The only real issue I had was that it didn't start full screen, which I would normally expect from a modern game.

VOD to the timestamp where I played: https://www.twitch.tv/videos/2874427686?t=03h11m30s

Developer(+1)

Thanks a lot for trying our game!

It's quite interesting you hit a wall on the second/third level, it seems to align with our Demo analytics on Steam; a lot of people bounce off under 10min. I wonder if it's because they're blocked at the same spot and get frustrated. It looks like there's room to introduce simpler levels between the tutorial and this level so the player can familiarise themselves with the mechanics :)

Submitted(+1)

This is exactly the type of puzzle game I really enjoy and one I can see myself coming back to when I need to relax while keeping my mind engaged.

The level progression felt good. The signs in the early levels gave you just enough details to help you understand the mechanics without being overbearing. The levels felt like they built on each other, teaching concepts in a natural way. I played through every level. There were some that made me stop and think, but the solutions all made logical sense and it felt good when I solved them. I thought the branching paths were a nice touch, because it let you explore slightly different ideas on each path. The additional puzzles at the end was a great way to show off some of the other puzzle mechanics and makes me excited to see play the finished game.

The story was charming. I liked getting to help free the tormented souls. The art style fit well for the game. It was cute without feeling overly so. The different things you could interact with were clear and easy to tell apart.

I think the biggest thing I would have liked was being able to use both the arrow keys and WASD to move. It didn't feel bad to just use arrows for movement, and remapping meant I could have set movement to WASD if I wanted to, but I do tend to like having the option for both in these types of games.

I am really looking forward to the full release of this game. The game currently is a great length for a demo, but it also left me wanting more.

Developer(+1)

Thank you for playing our game!

We're glad you enjoyed the demo and hopefully you'll like the full game too.

You're not the first person complaining about having WASD by default, it's in the backlog :)

Submitted (1 edit) (+1)

I'm playing the Steam version.

On the options screen the Keyboard and Gamepad tabs are the same size, but the other 2 are different. For keyboard/gamepad it probably matters less, but with the mouse, moving tab to tab to check things out it was a bit odd needing to move up and down to select the next tab. It would be nice if the top/tab bar stayed in the same place, even if the overall size changes.

I started a new game, having completed it last time.

When I started playing the first time, the bounce back effect when walking into objects you can't pass felt a bit sharp. The more I played the more I got used to it. Maybe it was something about the early levels that made it seem more pronounced.

I like the signs giving some info as you play through the levels. The difficulty progression feels pretty good, with each level teaching you a bit more of what you will need going forward. The level names are also helpful in knowing what to do. You do a good job of giving just enough written instructions while leaving plenty for the player to figure out. I like that you have 2 routes allowing people to continue on even if they can't solve all puzzles. Several levels had me stopping to think before I figured out what technique was needed. I was able to complete all of the levels in the demo in my previous playthrough, including the preview of things in the full game, which look like they will be a great addition. Playing through again the puzzles mostly look to be the same, so I just did the shortest path through this time.

I had some issues with the music ending. It paused when losing focus, but resumed when regaining focus. I had some cases early on where it did not continue long after regaining focus. During the intro I was distracted for a bit and the music stopped when I came back. Similarly, when I went through the portal right after that there was music for a little while, then it ended. As I played and wrote notes it resumed, though I did not pay attention to exactly when it restarted. After that it seemed to be fine. I'm guessing I had it lose focus at the wrong time causing things to not loop properly.

You have the move controls hard coded into the overworld, but also allow remapping. Ideally it would be nice if the display updated to reflect the actual controls, but if not that, maybe some kind of indicator they have changed. Maybe a line or X through them. This could be helpful if multiple people play and one makes changes without telling the others. Or, as in my case right now, I forgot that I had remapped them last time I played, and initially thought something was wrong.

I did not have to complete Double Doors to continue on past it.

Great game we are looking forward to seeing more!

Developer(+1)

Thank you for playing our game!

A lot of good points, all duly noted and added to the backlog :)

We're super happy you enjoyed the demo and we hope you'll enjoy the full game even more.

Submitted (1 edit) (+1)

Dragon Isle Software recommended me your game!

I played pretty much the entire demo (skipped a few levels because I was a bit pressed on time) and daaamn! This game is really polished! I also went ahead and wishlisted it on steam! Looking forward to the release.

This reminded me of the Pokemon box pushing puzzles I used to play. What I really loved was the scope of each puzzle. They were short levels that were surprising head scratchers! I am genuinely surprised at how well designed every level is! I feel like that is the true mark of a good puzzle, one that doesn’t try to overwhelm you with information , gives you a few pieces and between those pieces creates something extraordinary!

The game definitely had visual and audio polish.

I loved the main mechanic of the puzzles. The new mechanics(for the full game) were also all quite unique! I don’t think I have ever played a puzzle game with these exact mechanics.

The intro was short and perfect. gave a good purpose to the entire game. And rescuing souls instead of entering next dungeon felt cool too.

SO there’s actually very little I have to say in terms of critique.

Potential room for improvement: Much of this is preference.

  • The bumping into wall animation I did not like. It did not seem to go with the game. The character not moving forward should be enough atleast for walls. For boxes and so this animation is alright. (where it needs to feel like the character exerted effort)
  • Mouse click should also work.
  • I think the game could definitely be zoomed in for the smaller levels. There’s a lot of empty space around the space that does not serve much purpose.
  • More music maybe? What you have surely works tho.

Great stuff overall! I will be following the progress of this game and telling my friends about it! You have earned a follow.

Developer(+1)

Wow, thanks for the amazing feedback! So happy to hear you had fun.

  • Originally there was no animation when the player couldn't move but it felt more like an issue with the input due to the lack of feedback. We may look into reworking the animation to make it less sharp at some point.
  • We're quite interested about that idea of a mouse click, would you mind sharing what you have in mind? Clicking on the tile next to the player to move it or something smarter like pathfinding if a path exists and then you can click anywhere? As a bonus this would make the game work on a touchscreen so we quite like the idea :)
  • We'll look into zooming smaller levels, that's something we thought about and we agree it would make the screen feel less empty.
  • There will be more music in the full game :)
Submitted(+1)
  • What pokemon does is give a sound effect for when you bump into a wall but no animation. This also works. Just simple sprite vibrate with a bump sound effect works very well for unpassable walls.
  • For now even mouse click next tile should work imo. Since every step is quite precisely taaken, you shouldn’t need path finding or so just yet.

Happy to help! Looking forward to the full release!