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MARBLUX's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #2561 | 3.246 | 3.246 |
| Creativity | #2984 | 3.492 | 3.492 |
| Audio | #3344 | 2.902 | 2.902 |
| Artwork | #4548 | 2.852 | 2.852 |
| Narrative | #7626 | 1.607 | 1.607 |
Ranked from 61 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 player can create paths that loop around the edge of the game board, and you can place paths that loop over themselves too :D
(Optional) Please credit all assets you've used
See 'credits' screen in-game for music and sound sources
(Optional) What would you like to be called if GMTK features your game?
Jason or Contentato
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Comments
Barely fit this into the time limit! lots of fun! a good and stressful twist on pipes
You submitted this comment with 1 minute to go. Amazing. Thank you so much for the review! :D
Why
this doesn't count, it was after the deadline. Sorry! I don't make the rules
It was before the deadline, I even got a rating in after
I have it on discord for proof you cannot stop me
Amazing. Best review I've gotten the whole jam. Thanks man :D
Lol i got so stressed with the speed of things super duper fun!
Thanks for playing, glad you had a fun time despite the stress :D
I'm creating abominations lol, but I really enjoyed playing it and your idea was really great!
Good Job!
Hey, if the abominations get the snake to the end of its tail, whos to say? :D
I'm a little jealous of this idea lol, incredibly clever; it does feel a little too luck based and there were a lot of times where I misplaced a pipe and just wanted to reset the level with a button press rather than waiting for the marble to crash. That said I am pretty impressed with how interesting a game comes out of this simple concept, and I think you showed that off well.
Congrats on submitting!
Thanks so much for the kind words! I had added the fast forward button (which you can hit repeatedly) to let people who get to a win or loss condition to speed up the rolling, but I think it wasn't terribly obvious. I also could have kept my debug self destruct button. Both items will end up in the next iteration for sure. Thanks for playing :D
This is a crazy good puzzle concept! It's quite difficult!
I enjoyed the panic state i felt while trying to figure out where to place my next piece.
great job!
Thanks so much for playing and reviewing! Cheers and salutations! :D
Very neat little puzzle game concept (again, how dare you), I can easily imagine this going on to be a full release.
I’d love to see the game explored with variations - maybe some levels let you see a few pieces into the future, some let you rotate the next piece/placed pieces/the board, etc etc. Nice work :D
the fact that the pieces cant be rotated makes it a very strategy based game and basically designing your own puzzle to fit to the pieces you've placed, very interesting concept
Thanks for that! Everyone's commenting they want to rotate the pieces like Pipe Dream, but this was my concept - you get what you get and let's see how it goes. One vote for original design logged in the feedback. Thanks so much for playing :D
This is a fun little game, though I found it pretty easy to just mash click for most levels and get lucky enough that I could just beeline it to the exit, and while it may seem slightly counterintuitive to the game, I'd prefer if your piece selection were far less random (maybe still shuffled, but like the Tetris definition of shuffled, where there's a very small pool of pieces you can get and you'll get every unique piece before getting another set of every unique piece) as it's pretty chaotic and sort of encourages just being lucky as is. It was super satisfying seeing the ball(s) roll to the end, and I enjoyed my time with it, I'd just especially love if the randomness got toned back just an eensy teensy bit.
I do think the Tetris bag mechanic is a good one for this game, since otherwise you may never ever get a piece, although part of the design was just to have players have to deal with the directions they're given, and since they could wrap around the screen, maybe it wouldn't mean instant death. I do agree that a little less chaos would make it easier - I had problems testing win conditions cause of how hard it was haha! Thanks so much for playing :D
Super tough at first, and I kept mixing up the starts and goals lol, but I got the hang of it and I beat all three levels, but only with some favourable RNG on the start and end spots - having a minimum distance between those would make the difficulty a lot more consistent. Some more levels with additional twists would be neat, like different board shapes, pre-placed pieces, or having to match specific starts to specific goals!
Beating level 3 is a huge deal, I basically ended the game there cause it was so hard. I've definitely got ideas for more, thanks so much for playing :D
Nice game and I have a lot of reflections from that. This game is very hard for me with the basic speed. Perhaps you can set a few more speed levels or fix the start/end position. I don't often find the need to use mechanics of looping to the other side, but I was impressed when it helps. Would be a bit easier if we can replace the placed pieces for a few times. In the future, you may add more collections / goals in the board. Good jobbb!
That's some good feedback - One option I had to leave on the table just because of the time limit was adding a game speed slider. Replacing or combining pieces is also something I'd considered, but yeah, jams being jams, I had to go with what I had when the time was up! Thanks so much for playing, cheers! :D
Nice take on pipe dream, curious to know if you have the pieces being truly random or if you shuffle a list of them or something else?
Thanks so much! They are currently random, not a shuffled list. So you could get none of any piece the entire round. I realize I should use the tetris algo if I go the random route and put a timer on individual pieces so you eventually get some. Thanks for playing! :D
Thanks for playing! You are right that with some good luck it is possible to get the correct peices, and what it comes down to is I got this one going halfway through the jam, had a couple other prototypes I scrapped first. So, I didn't get to do much in the way of balancing or tuning. But I appreciate your feedback, cause I do want to keep working on this one! Thanks so much :D
Yeah ofc! I could see this being a really cool full game. :D
Thanks, that's the best compliment! Cheers :D
Grid puzzle gang!
Yea if somebody says the game is easy, they are lying, or there is some kind of unspoken rule of commenting that to make me feel bad! It took me way to long to get the main "twist" of the game I was just trying to quickly go thorugh the options while building a straight line xd.
It is nice, but a bit too random for my taste, but still it was enjoyable in even with that randomness. I wasn't frustrated to a point of quitting but instead I felt the challenge that I needed to overcome, which is probably the right balance, even if a little close to (my) edge.
Good job! (especially when I know a little bit about the trouble of how the game came to be :))
by the way is there anything that decides which path will the marble take on the 4-sides thing?
Grid puzzle gang indeed!
Seriously thanks again for the encouragement during the jam, getting this one out here was awesome. To answer your question, the cross pieces always send the marble across, never changing direction. I think a visual update could make that more clear, but I'll have to consider some options there. Thanks again for playing and for the cheering :D
Simple game, easy to play and get into. Lots of randomness, as people have already mentioned. Level 3 especially, you can just roll a very simple layout with the entries and exits super close.
Thanks for playing! Some random starts definitely make it easy, so I'll have to work on balance in the next pass. Appreciate the feedback! :D
very interesting puzzle game with a definite original twist. It could use less luck. I wasn't sure if there was a way sometimes and I just couldn't figure it out. I did a lot of restarting but completing the loop was definitely satisfying. you could expand on this mechanic with polish. Also I kept doing a Tetris and trying to rotate them :) but at the same time no need to turn it into some Tetris type clone. Maybe you could come up with something new (I can't). In addition to your ideas. Artwork is fine but needs some more pop and juice, Overall cool though
Thanks so much for the feedback! I'm going to investigate how rotating impacts the balance, I like that this game is difficult but just having the ball rolling along ramps up the difficulty on its own. Definitely going to keep working on this one. Thanks for playing :D
Loved the game, nice jam scope, solide entry overall! It has the right amount of "learn by playing", and the twist really sends the package to the next level, neat 👌
Can be frustrating at times (I had trouble clicking a little bit aside, that's on me, but that was kinda frustrating because of the rush I was in. It broke my almost first 3rd level win! Also you kinde rely on luck to win, especially on 2 and 3.
But as I said, considering it's a jam entry, really solid and self-explanatory. Good job!
Thanks so much! I do think the targeting of the tiles is a bit bugged, and I'm sure an assist like an outline or highlight would get around that, but when I go back for another pass I'll also just figure out why it sometimes misses on the edge. This game nearly didn't happen - I scrapped game one after day one, game two after day two, and started this one with 48 hours to go! Just squeaked it by with the essentials, and plenty of features and QoL left on the table (luck manipulation is definitely something that would help). I'm so glad you had a good time, and I'm definitely going to work more on this one for a release - as should your team! Looking forward to it :D
Fun game and a unique idea! The warping / looping mechanic was a great addition that saved my marble on more than one occasion. I think it could be improved by allowing you to rotate pipe and / or see the next pipe coming... just a few tweaks to smooth out the RNG a bit and allow you to plan ahead. But overall I really liked it, great stuff :)
Thanks so much! I agree and I'm going to be working on some of those new features for the next pass. I left a bunch on the table cause I just simply ran out of time (this was the third game attempt, I got started on it at the halfway point). Appreciate the appreciation - thanks for sharing and playing :D
I like the mechanics in this, but I feel right now it’s all a bit too much up to luck. On level 2 and 3 especially, it often seemed the game would just… decide I would lose, by giving me unworkable pieces, or starting the marbles in inconvenient spots. Each level took me several attempts, and when I finally did complete them, I actually never used looping! Eventually, the game would just hand me the pieces I needed, and the level would be over just like that. Maybe I wasn’t playing it properly, but I don’t know… it’s very hard to plan out a complex route involving looping when the piece selection is completely random, and often feels like it just refuses to give me the pieces I need. I think this has some potential, but could use some more playtesting.
I hear you! You mirror a lot of the other players' comments, so I'll just agree with you in general and say I'm adding your feedback to my notes cause I'll refer back to it when I work on a more done version! I had to get this one done in just two of the four days, but I'm pretty happy with the direction I found. Thanks so much for playing and sharing! :D
What I did like about this game is the sfx for marble rolling and win screen music. The warping mechanic is interesting, but I think it needs to be utilized better. Most of the focus is on ensuring you can build a track to the endpoint. Because of the level of randomness in the game, i do not think many people will be using this warp mechanic, unless they are panicking to get extra time. And that is only if they are able to warp given the randomness of the pieces in their current run of the level.
The instructions need to be simplified.
problem: confusing because it mentions one marble, then says all marbles. after playing you see that it is only relevant to each level since it increases. it's not necessary to put in the instructions, put it in the game itself.
problem: fast forwarding is not entirely relevant to the instructions, it can be explained within the game or simply added in the ui "fast forward" above.
problem: irrelvant information at the end. don't get me wrong, it is a nice touch but not necessary. people only need to know what is necessary to play.
suggestion for revamped instructions: Build a track for the marble to reach the end by clicking on the board.
For things in the game
needs a better indicator of when to start. the colors are fine, but not really good enough as an indicator imo. do this by saying specifically where it starts and ends
there should be a hud indicator of how much time you have left to place a track. race against time should have the time displayed..
suggestion: instead of a mouse pointer cursor, it should be the current track.
problem: game itself is rng pretty much, and because of that most people will not win and will get frustrated. when it comes to challenging games people try to devise effective strategies so that they can win, but it is lacking in effective strategies to make due to the rng of it and fast paced style which is prone to spamming.
good: the warping mechanic is good for giving the player extra time from what i have noticed. but it does not have strong decision making to decide if it is worth it and may be used as a tool to not panic.
Is the game fun to play? does it have a good player experience? Not really. I do think there are things that get away in player experience with feelings of frustration. It's not necessarily because the game is 'challenging'. I do not think there is much of a challenge to it, it is just how fast can you build these tracks based on randomness. It's moreso that this is a puzzle game, but there is not an interesting and strong level of decision making needed to play this. For example with other puzzle games like tetris, orienting the way of incoming blocks is imperative to playing and makes you think about what you are doing. This game kind of feels like spam until you get the right pieces, not really actually thinking about more efficient ways to win with the given mechanics.
I would ultimately change the game design to add mechanics that make adding the tracks meaningful in some way and improve player experience. Maybe there could be a small randomized set of tracks a player can choose from to build the tracks. It gives them a better way to think of what they are actually doing and consider using the warp mechanic if they think it is a good idea too. There could be different indicators on the board that take up a square and if the player builds on them (not directly but there must be an adjacent track) it can help them in-game like selecting a track they need right at that moment. It does not have to be these, but you know make it enjoyable. Game design is an iterative process and takes a while to find out what is fun. I would ask people to playtest while you work on games or playtest among the group and be honest with yourselves on what can be added, changed or removed.
The most important part of this is that you guys were able to finish something and you should be very proud for doing so. I wish you luck in your future games.
I really appreciate the thoughtful, thorough feedback you took the time to write up and share. I agree with the general sentiment - its definitely not done, I started this one halfway through the jam and barely made it out the door :) I do plan on making a more complete version and have logged all of your feedback to refer back to. Again, thank you for taking this time and sharing :D