Aedicula by emilng

[raw]
made by emilng for LD23 (COMPO)
An "aedicula" is a term used to describe a small shrine within another building.

Aedicula is puzzle game where you're a minor deity trying to escape your shrine. You can shrink to a smaller size or return to your former size by going over a size changing block.

Ratings

Coolness 17% 1039
Overall 2.56 685
Fun 2.81 432
Graphics 2.13 785
Innovation 3.25 286
Mood 1.92 813
Theme 2.53 668

Feedback

robcozzens
24. Apr 2012 · 06:54 UTC
Cool concept for puzzler. With some fine-tuning it could be great.
yoklov
26. Apr 2012 · 00:31 UTC
Neat! Reminds me of those block pushing games from back in the late 90s, but with a size-changing twist.
tinymagus
28. Apr 2012 · 04:25 UTC
Neat idea. Could be made into something cool. The controls need a bit of work.
machinas
28. Apr 2012 · 04:40 UTC
pretty fun. some recommendations: add key repeat so you can hold a key down to keep moving. have an escape menu with a restart level option in it. be able to navigate menus and pass screens with keyboard. less backtracking in puzzles / more nearby shrink / grow bits. Had fun with this one. keep working on it!
PIXEL^3
28. Apr 2012 · 05:03 UTC
You have a cool concept going here but I wished there were more content and/or harder levels.

-AlucardX60
azurenimbus
03. May 2012 · 02:54 UTC
Some interesting puzzles going on here. If you could polish it up (and obviously expand it), it'd be great!
dr_soda
05. May 2012 · 18:30 UTC
Not a bad initial stab at a puzzle game. I see a lot of potential for this idea through the roughness of the presentation.

One thing I'd change about the control scheme is allowing the user to hold an arrow down in order to continue moving in a direction. Maybe give it a .25 second delay before the diety starts auto-walking just to make it easier to move one block at a time as needed.

On the final level I was very confused. I did not realize that I needed every key in order to open the gates, and none of the previous levels made it explicitly clear that the gray doors only open when all keys are collected. Since every other door is color coded to a key, and because the white key was always the final one collected in previous stages, I was quite surprised to find that collecting all the white keys did not open the door.
chambers
05. May 2012 · 19:59 UTC
I like the character's face a lot! I like the game concept, it works wonders. It might become a great game if you expand it and think of more interesting level designs and maybe other puzzle elements that not just keys and walls.

Having to click to exit the level was bad though =/
Benjamin
06. May 2012 · 11:18 UTC
Nice idea. I guess that designing good level for this game must be hard work. I read that you planed to add more mechanics but imho you have what you need with small/big + keys/wall mechanics for designing interesting level. You should add more mechanics only when you feel that you can't find interesting level to design with just those two.
onehandclap
12. May 2012 · 13:28 UTC
There's a twist on classic mechanics I really like, here. You should go on and expand the game, it could be brilliant.