April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
A little puzzle-game, you have to bring both squares to the finish line.
This compo also matches those themes: "one room", "parallel universe", "indirect control" and "Minimalism"
It was made in a few hours. Most of that time was spend designing levels. I feel that 10 levels is not enough, so im gonna upload an extended version with more levels if I find the time.
Downloads and Links
Ratings
![]() | Coolness | 87% |
#150 | Fun | 3.35 |
#158 | Overall | 3.46 |
#234 | Innovation | 3.35 |
#437 | Mood | 2.67 |
#594 | Audio | 2.03 |
#782 | Humor | 1.38 |
#802 | Theme | 2.16 |
#806 | Graphics | 2.09 |
Comments
Man this is my favorite puzzle-game entry so far. Really clever! With those mechanics there is room for a great diversity of challenges...
Too bad you couldn't come up with more level, I was really disapointed when I realized I had already reached level 10 :(
Waiting for that "extended" version!
That's a tricky game. I see you spent a great amount of time on levels. I'm not sure this fits the theme at all but it was fun.
Thank you for this.
Nice little game, but really devious. In some later level I just blindly mashed the buttons until the blocks were near the goal.
Also, somehow the command key help on the bottom feels "reverse".
Very nice and simple game mechanics!
High casual replayability value.
Really clever game! It was fun to play, and I got a good 4-5 levels in. Simple mechanics, made me think a bit and was challenging. I do agree that it's not well-fitted with the theme, but it was a good play through.
Very fun puzzle game. Enjoyed the mechanics, even the button map switching. Liked the alternate game fields played at the same time. Could have used a couple more sounds. Don't know if it fit the theme very well.
Enjoyed this, although I suspect there are multiple solutions to most of the levels so I could keep moving around randomly until I could see that I was within a couple of moves of winning. Would've liked to see some levels where the mixed controls were set once from the beginning and you just had to navigate the whole level with a single control change.
Very nice core mechanic, caught me by surprise at first but very nice.
Nice work :) Quite a cool idea. I got stuck on level 7, but there you go.
Fun little game. I was a little confused by the key-remapping blocks and found it a bit difficult to manage in my brain once I figured it out.
Nice game. I don't feel it fits the theme too well, but works great as a casual puzzler!
It's perfectly playable. You seem to have set the right content amount for your 48 hours. Better graphics and animations might have done good.
The idea with the twisted movement is quite good, and it actually plays very well.
Cool and the control randomization is something new. I found the graphics weren't the best, but sometimes that doesn't really matter.
Very interesting puzzle game mechanic. I really enjoyed playing it, good job. =)
I like it. It's good that the red squares keep you from running around willy-nilly, in levels that have them.
This game is aptly named!
It's a great puzzle though. Those direction shifting tiles really add a lot of depth and, of course, frustration.
I feel like this theme is open to a lot of interpretation, so good work!
Wow, I can tell you worked really hard on those levels. Great job!
Extremely clever puzzles, a real achievement in the time available. Good clean presentation and functional sounds that add to the experience even if they don't define it. I guess it'd be cool to see something more along the lines of the theme, with some context rather than a purely abstract experience, but outside the realms of LD there is no requirement for this so I'm sure you'll have success with this neat package, thank you!
Nice thing with messed up keys. But it would be fun to design levels where you keys would be messed up randomly. But you still can win.
The puzzle mechanic is cool, but I've seen it somewhere else before. The tiles that mess up your keys are a nice touch, although it was a bit hard to understand how they were remapped. Fun game!
I like this... seems like something I've played before but I really like good puzzle games.
Hey PapyGaragos! I am sorry to do this so publicly, but I cannot find any contact info whatsoever.
I feel like you ripped off my game ReMaze(http://jayisgames.com/archives/2007/08/remaze.php) with this entry. I created ReMaze back in 2007 for another game competition. And not only is the mechanism the same, but the also the style is really similar. I don't want to make a big fuzz about this but would really appreciate it if you would contact me so we can talk about this.
Hey favardin!
Since you didn't gave me any contact info, and since I can't find any on the link you provided, I don't really see the point in looking for a way to respond privatly to a public accusation (btw, googling my username was enough to find what you needed to contact me privatly)
As it was said in other comments, this game is not very original. That is very true. The core concept I used in this entry -multiple rooms maze- as been around for years. Take this one: http://www.koreus.com/modules/news/article4189.html . See the date? 2005. Sorry, you didn't invented the genre.
Despite what you are saying, the mechanics are NOT the same, . I have a control-remapping mechanism, which you don't have. You have a way to "teleport" from one room to another, which I don't have. We both took a different approach on the genre, which resulted in 2 different games. Of course, you had to play passed level 4 to realise that. I suspect you didn't.
Now, regarding the "really similar style"... Really? Red squares are bad. Everybody expects that! How could you even think your game was my inspiration on that?
I am not a graphic artist. Trying to push my limits on the graphics was not my priority (at least not in this entry). My game uses a grid. I decided to use squares. It is that simple. And even if your game is way more polished than mine, I suspect the decision process that led you to this graphic style to be really similar to mine.
This game was hardly played 200 times, so it's probably not worth it to make a "big fuzz" about it, indeed. That didn't prevented you to accuse me here and elsewhere... (http://indiegames.com/2012/05/browser_game_pick_frustrating_.html)
I think you missed the point of the ludumdare. This is not a "game competition" as you call it. This is about making game for the sake of it. Because we like it. With that in mind, I hope you understand that there is no point in ripping off other peoples game and ideas.
To be honest, this is one of the last place I expected to see that kind of claim.
As a neutral third party, I think this is a non-issue.
The game idea is unique to neither PapyGargos nor favardin; I've seen it many times before. The artistic style is the same up to the fact that there are colored grids, which is really not the same at all.
Really though, this is Ludum Dare. I'm unsure if you're familiar with Ludum Dare, but this is a casual community. It's a competition with no prizes. You could clone a game perfectly and it'd still be a non-issue because no one here is getting rich or famous.
I just found your game on reddit (http://www.reddit.com/r/WebGames/comments/tzbdw/frustrating_tiny_rooms_try_to_navigate_two/) and came here to warn you that some guy made some kind of scandal about you ripping off his game. I see you are already aware of the matter.
I didn't play his game very long, but for what I can read over there, it seems he does have some kind of control-switching too. Never saw it though.
That being said, I find it odd that the guy doesn't provide a direct link to his game. Instead he posted a quiet flattering article about it. At first I thought it was some kind of misplaced self-promotion.
He probably was not aware of the context in which you made this game. I don't think he would have make a whim about it if he was.
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I like this. One minor gripe: for some reason it took me a while to figure out that the new direction mappings were shown at the bottom. Could be a UI thing, or could just be me.