Persistence by James Dunlap
Persistence is a puzzle game. Unlike others, however, you are stuck jumping between rooms. In each room, you have only 10 seconds to accomplish what is needed. Don't worry, though, if you make a mistake the room will come back around. Anything that was done in that room, however, will be undone. Triggers set in other rooms will stay. The difficulty is in figuring out how each room interacts. Sometimes, you will need to visit a room more than once. Unfortunately, once you finish one set of rooms, you will be presented with another.
How to play
At the top of the screen, you will be presented with the triggers that must be activated to complete the level set. You push the movable block within the room onto the colored buttons to activate the trigger and/or to open doors. Those doors may be located in a different room, though. See a green door in your current room, but no button? Then the button is in a different room, so wait for time to expire so the room will change.
Some blocks are linked together and moving one will sometimes move another. If two blocks are linked horizontally, they will move together if one is moved vertically and vice versa.
Controls
WASD - Move
Arrow Keys - Move
ZQSD - Move
Screenshots



Credits
James - Coding
Anthony - Coding
Cameron - Graphics, models, animations
Oliver - Music
Important Note
Due to the inclusion of the editor and how we created the levels this time, a WebGL build was not possible. We usually try to include one when possible, but this game, unfortunately, will not work as written. Additionally, we are guessing as to whether the Assets folder is appropriately placed for a Mac OSX or Linux build, so they may not work either. Win64 does work as intended, and is the preferred way to play.
Editor
Try your hand at creating levels. The editor is available from the main menu. In order to create level sets, first create and export your levels. Please give them unique names to avoid overwriting the existing levels. Then, when you have a set of levels, switch to the level set editor. Type a name for the level set and click "Create". Then, select the correct levels. They will be used in the order that they are added to the list. Finally, select the triggers that must be active to win the level set. Click Export. Level sets are used in alphabetical order, so if you want yours first, try prefixing an _ to its name. If you want it last, use z instead.
Post-jam release
Since the end of the jam, we took some time to polish some of the levels and make their order and aesthetic more cohesive. You can find links to the updated version below the original.
Ratings
| Overall | 348th | 3.722⭐ | 29🧑⚖️ |
| Fun | 581th | 3.389⭐ | 29🧑⚖️ |
| Innovation | 140th | 3.907⭐ | 29🧑⚖️ |
| Theme | 200th | 4.074⭐ | 29🧑⚖️ |
| Graphics | 395th | 3.889⭐ | 29🧑⚖️ |
| Audio | 164th | 3.889⭐ | 29🧑⚖️ |
| Mood | 202th | 3.882⭐ | 19🧑⚖️ |
| Given | 43🗳️ | 41🗨️ |
The music and art are both pretty neat, it gives it a mysterious mood.
What I liked:
- I like block puzzles
- The pixel art + music were both great
- I liked the linked blocks mechanic
- I really liked the "parallell rooms" mechanic
Where I feel the experience suffered is by sticking too, much to the theme, I think this would be a much better game with no time limits. If I could just press space to cycle through the levels I would be able to stop and think, which is the headspace I want to be in when I'm playing a puzzle game. As-is, whenever I got a bit stuck I ended up having to spend half my time replaying the parts I already figured out instead of looking at the screen I was actually stick on, then rushing my experimentation to fit in the 10 second window. The other minor issue I had is that while I really like the pixel art (and so many tilesets!), sometimes it was not easy to tell at first glance what was a "button" and what was a "door". Using a more consistent style for these key pieces across levels would help a lot with that.
I have provided an alternate Google Drive link for Windows which does work in Chrome.
Felt alien to me but I liked it until a point with L shaped Chain-Cubes and a maze to move them through, I don't see a way how a human can solve this. Would like a video playthrough to see the end.
Still liked it :D
You have 1-3 rooms per level, what if there is a clock on the side, showing 10 seconds and when you click a button to go to the next room, the clock advances a few seconds. When the clock reaches 10 seconds, all three rooms are reset, but when you did the previous puzzles correctly, the clock resets.
(the clock could also show which colored "doors" are open)
This would provide a crutial information that is currently somewhat lacking (is this a hard reset or not?) while also sticking to the theme without hurting the gameplay at all.
It's all just about how you include it. The game was of course still fun - but for the next jam, hopefully my words are of some use for you. ^^
I got stuck on what I'm guessing was the last level (the one with the 3 boxes that need to go all the way up the screen). It feels like the player needs inhumanly fast mashing skills to meet the time limit. I found that you can use both hands with WASD and arrows to go faster, which helped. I also understand the theme is 10 seconds lol
Overall really good though!
edit: It was actually the second to last level. I was able to beat it in the updated version
Would love to see this as a full game with animations and everything :)
A small nitpick: I'm playing at 16:10 resolution, and a the right half of the timer was off-screen.
Soundtrack changing with each stage is a nice touch, although I see there's polish to have, as sometimes the "parts" started half a second earlier than the stage switched. Also I wish there was some SFX for moving boxes - or at least for boxes getting onto the colored, uh, buttons.
I really liked the graphics, but on some levels (specifically, the snow and the dungeon ones) the boxes were hard to distinguish (at first), as they have the same color palette as the walls.
I've completed the game, and wish there was an ending screen with some simple score display, so I could post it here. 😅
Overall, I liked the idea enough that I'd be happy to play more, but with the timer either disabled or extended, or with a limit on, don't know, 20-25 moves per 10-second-part (from the design perspective).
I haven't finished it yet, but I'm definitely going to return to this game, I love it. Very unique idea for a puzzle game, levels are both clever and require good execution in order to beat them. Some elements like connected blocks are especially clever. Inclusion of level editor is great. My only issue are graphics, it has good pixel art but it was hard to distinguish some puzzle elements from each other, even more so under time limit.
Overall, it's awesome game with great potential to develop it further. Great job!