Stasis by prymidion

[raw]
made by prymidion for LD31 (COMPO)
A persistent little puzzle game. Build blocks to guide the frog to the goal, but plan ahead-- each solution to a puzzle you solve will stick around in the subsequent levels.

Jump back to previous levels as you strive to find the perfect solution to every puzzle simultaneously.

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Ratings

Coolness 52% 3
Overall 3.65 169
Fun 3.55 181
Graphics 2.72 793
Humor 2.62 458
Innovation 4.30 22
Mood 3.05 446
Theme 4.14 90

Feedback

rabbit
08. Dec 2014 · 05:28 UTC
Restart didnt work for some reason but this is an awesome idea!

Make more of this!
hazzahazzam
08. Dec 2014 · 05:30 UTC
Was not expecting much from the screenshots. Was blown away. Your forethought into each level is amazing, EASILY the best game I've rated (so far). I just love it so much! Needs more views. Anyway, good luck!
Empyrealhell
08. Dec 2014 · 05:33 UTC
Fun little puzzle game, I liked the mechanic of your actions from previous levels sticking around. I don't see the theme in this one, is there an explanation of the interpretation somewhere?
maxyan
08. Dec 2014 · 05:33 UTC
Love the idea, great puzzle game!
DXsmiley
08. Dec 2014 · 05:35 UTC
Astoundingly original mechanic. Good interpretation of the theme. Very lacking in graphics and sound. Overall, a short, sweet experience that could be made into a very successful, longer game.
skeeto
08. Dec 2014 · 22:02 UTC
Really great interpretation of the theme! It's not a restriction for you, but rather a feature of the overall puzzle.

My main problem with this game concept is that it's ultimately DIAS: "Do It Again Stupid." You can't predict what future levels will have, so you can't plan for them the first time through. You're forced to replay puzzles in order to allow future puzzles to be completed. I don't know if there's any way to escape this issue without fundamentally ditching the core concept, though.

Movement (moving, jumping, etc.) could use some more work because it doesn't feel quite right, but it doesn't really impact the puzzle part of the game much.
max_peabody
09. Dec 2014 · 06:02 UTC
A really great concept, and your puzzle design supports it strongly, but restarting didn't work for me either...
OttersDen
09. Dec 2014 · 06:11 UTC
This mechanic is excellent! Simple concept with a lot of depth! It is a small, but elegant game!
jojocanard
09. Dec 2014 · 17:11 UTC
At the level 10 the water didn't flow even though there was a hole on the left. Maybe I didn't understand how it works.
Very good game though.
ForeignGuyMike
09. Dec 2014 · 17:11 UTC
Very cool. I like the concept of going back to correct mistakes.
abdurrahmankh
09. Dec 2014 · 17:42 UTC
I love the mechanics! it is awesome.
intersectiongames
10. Dec 2014 · 03:14 UTC
I like the idea behind it. The time put into level design shows. It'd be cool if you could implement some way to plan ahead better, perhaps being able to look at the level layout for all future levels and needing to remember each one or something, like Concentration. But harder.
Also, if you're planning on taking this game further in the future, you can currently place blocks outside the playing zone. Just something I noticed.
Anti
12. Dec 2014 · 16:10 UTC
The idea and gameplay is really cool but felt very buggy.
superfrog
13. Dec 2014 · 15:46 UTC
too buggy
loopinlouie
14. Dec 2014 · 12:26 UTC
Pretty cool concept. Game flow feels a bit off though, or out of control of the game itself? I had to go back to previous levels a few times at first, but then once I realized I should use as few tiles as possible and to leave as many gaps as possible, and then I suddenly just blazed through the last few levels. I think maybe even by accident things just ended up lining up perfectly. While this felt pretty rewarding, like I figured it out, it felt somewhat fake, because I didn't feel I had to work for it, I just got lucky. At the start it was kind similar in how I felt I was being punished for things I couldn't prevent. I think if I consider the game as a whole though, like one puzzle, it was pretty rewarding to solve it, and part of that was to figure out to space things apart and to use as few tiles as possible. If each stage was a sequence of levels in a row, and in between each stage the tiles you placed would reset, it wouldn't matter as much about the flow of each stage individually. You could get lucky on one stage and maybe fly through some parts, but then the next challenge would be there, and maybe it could involve a different overall strategy to overcome. Also, the tile theme could change for each stage. Cool game though, and I like how it makes you really try to figure out how to plan ahead for the unknown.
thristhart
14. Dec 2014 · 16:54 UTC
Excellent mechanic, great puzzles! I can imagine it would have been very frustrating to get stuck at the end - I didn't, thankfully, but that could have been very tedious.
asobitech
16. Dec 2014 · 18:55 UTC
Cute game, I like the puzzle persistence element.
Chris Delta
29. Dec 2014 · 23:19 UTC
Very creative, very fun, ugly as sin.