Bittersweet Solace
Bittersweet Solace is a game jam submission for:
https://itch.io/jam/theana-game-jam-weeklyjam-12
You have to balance your emotions (Anxiety blocks are red and calming blocks are green) on their respective portions of the scale. Once it balances out, you have completed level one.
Gameplay Instructions:
Move with A and D (left and right), Jump with Space, Escape is to open the pause menu. E is to interact (push or pull) with the emotion blocks. Lastly, R is to restart the level.
You must balance before the timer runs out.
Credits:
Brett Formosa - Programmer/Project Lead
Jenny Sherwood - Artist/Level Designer/Audio
Status | Released |
Platforms | HTML5 |
Authors | Formosa, Xetrovia |
Genre | Puzzle, Platformer |
Made with | Unity |
Tags | 2D, Mental Health, theana-game-jam, timed |
Download
Download
Bittersweet Solace (Windows) 37 MB
Comments
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Cool game, the puzzles were all pretty good, and the music and backgrounds were really nice. Overall this was a pretty good experience.
I would say that the scales need a bit of grease, they're pretty rusty and don't move too well, and I almost failed the 3rd level because I couldn't get it to go flat (even on both sides). Also, the puzzles were a bit unclear, what is the end goal? From what I could tell it was to get an even amount of blocks on either side and then get the scales flat. But, it could be anything: get the scales flat regardless of weight, get an even weight regardless of if the scale is flat, get all the blocks on there. If it's the second one then can I just pull the blocks off and it'll be even? Just a thought for the puzzle one, but a simple level at the start that clearly defines the objective would help. Also the timer's broken, the more you restart a level the faster it goes, until it's impossible to solve the level in the time limit, not too hard to get around, but thought you should know.
Other than those, though, it's a good game, keep up the good work and I'm looking forward to what you make in the future!
Hey! Thanks for the response. Yeah we were a little overscopy with how we wanted things to go. I tried to get the scales and the blocks to drop faster but for some reason couldn't really figure out what the issue was without breaking the time restraint we had.
In terms of the puzzles themselves, it is to balance the scale with the "emotion" blocks. We tried to make sure that you couldn't "remove" the blocks once they are on the scales by removing the colliders, but once again, with more debugging time we could have figured out. But alas, the handful of bugs we do have could have been easier to fix.
Regardless though, I do appreciate the feedback 100% and if I have time I'm going to revisit to fix the bugs. The one I didn't really notice though is the clock that you mentioned, I didn't realize the timer speeds up, so I'm definitely going to look at that first when I do get back to it.
Thanks again for your feedback and thank you for playing the game!