Very good!
Play game
Entanglement's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #798 | 3.703 | 3.703 |
| Fun | #818 | 3.415 | 3.415 |
| Overall | #1049 | 3.421 | 3.421 |
| Originality | #2038 | 3.144 | 3.144 |
Ranked from 118 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?
The spheres are joined together, and breaking that link leads to failure
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
I love the minimalistic style and I really liked the progression curve through level design, maybe wished to see more level design elements and more progression but good job anyway and nice light effects!
Very Polished and Superb game. I love It.
I would be very happy if you would play my game.
I watched your video and tested it out. The game does a good job at teaching the player without needing to spoon-feed. The ambient music and the soft tones for sound effects works really well to encourage the player. I don't see anything particularly wrong with the game. The presentation is very nice. My only critique would be the size of the text and other prompts. It's really common for early graphic designers to feel the need to fill every inch of empty space with text or a some sort of graphic. However, from a graphic design perspective, that can make things feel a bit congested/cluttered. Don't be afraid of empty space. Give things some breathing room. Like when I completed the first mission this giant box shouted at me CONGRATULATIONS NEXT and I was like "WHOA! OK! DON'T HIT ME!" A simple contrasting overlay just big enough for the text to be legible is all you need. And maybe some breathing room between "congrats" and the button.
very nice, the game was fun, well-polished, the music/atmosphere was perfect! i really enjoyed playing, wish there was more levels!
This is a nice idea that could work out on mobile, the control inputs would need to be completely reworked for touch controls but it has a great potential on an ipad.
BTW controls could be refactored for mouse and it would make 1 less action from the user since you would just need to click and hold the mouse button to select and move the point at the same time which in my opinion is a good thing. Again, it would look great on an ipad
Cool! I like the lighting effects and the mechanics were very clear and simple. There were interesting puzzles made from those mechanics as well.
At first I liked the tile-based movement, but then it became difficult to tell whether the line would hit a red circle after making a move. That compounded into frustration with the restart when a mistake was made. Maybe free movement would serve it better, a preview move, or ability to undo moves?
Overall was a fun idea. Nice job!
Nice. This can totally work as a full game with increasingly complex levels. The light effect is good, and it's fine that the movement is restricted to the tiles. Although it could be totally free movement, and that would feel more fluid. If played on a gamepad with 4 different directional controllers (2 sticks, dpad, buttons) all of the circles could be moved simultaneously.
This is one of those cases where you take a really simple set of mechanics that are intuitive to understand and control (good for a game jam) and you just do them well with good level design.
Initially I really liked the slow ramping up of difficulty and smooth introduction of concepts, but I found that the difficulty really spiked once I reached the level with 3 dots. Of course it's hard to do so in a game jam, but that would be my one piece of feedback - add an easier level or two before that one to smooth out the difficulty curve.
I think we actually have similar styles in terms of minimalist art and gameplay, so I would love your feedback on my game as well. Thanks for making this!


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