Space Stitcher by kaliuresis
A puzzle platformer where you reconnect space.

Controls (rebindable in pause menu):
escape - pause
r - restart
z - jump
x - interact
arrow keys - movement
F11 - open gif recorder
I'm fairly happy with how the base engine turned out and with the potential of the mechanics. There were a dizzying number of coordinate transformations to keep track that I hopefully got mostly right. I had a lot more ideas for levels, but ran out of time to do more level design.
The post-jam version has several new levels and a more reasonable learning curve. Check it out after trying the original if you are interested in a more fleshed out version of the concept.
| Post-Jam Version (use original download link above for rating) | https://kaliuresis.itch.io/space-stitcher |
| Original URL | https://ldjam.com/events/ludum-dare/54/space-stitcher |
Ratings
| Overall | 229th | 3.42⭐ | 27🧑⚖️ |
| Fun | 281th | 3.06⭐ | 27🧑⚖️ |
| Innovation | 26th | 4.2⭐ | 27🧑⚖️ |
| Theme | 239th | 3.4⭐ | 27🧑⚖️ |
| Graphics | 234th | 3.28⭐ | 27🧑⚖️ |
| Audio | 236th | 2.92⭐ | 27🧑⚖️ |
| Humor | 254th | 2.05⭐ | 22🧑⚖️ |
| Mood | 253th | 3.063⭐ | 26🧑⚖️ |
| Given | 20🗳️ | 26🗨️ |
For level 2, I don't know what the grey box does at all. It doesn't seem to create any portals and I can't find any use for it as a plain physics object.
It's a shame because this seems like a super cool mechanic with tons of design space for puzzles. If you make more puzzles and fix the learning curve I would definitely give it another shot.
The idea is awesome, esp. when you see the mirrored part in the 2nd level. I couldn't get to the pre-set thingamajig, or above the gap. I tried using my mirrored self as jump off, but that didn't make the jump either (could be due to the slow movements?)
@zungryware I definitely agree that the mechanics are not introduced gradually enough. The second level has 3+ new mechanics required to solve it. I do think the concept deserves a post-jam update with more levels.
@endurion Thanks for letting me know about the slowness. The physics should be independent of framerate. There's another step to get the extra jump height, although in hindsight I should have made the level more focused.
The concept is very cool and unique but unfortunately as some people have already noted it is rather counter-intuitive. And I would have loved it if you explained the mechanics in a bit more detail either in the game or in this post. I would have never guessed what I had to do on the second level since I had no idea that your clone can actually Interact with you and that apparently some blocks allow you to jump higher if you hold them than others. But yeah the game mechanics definitely have a lot of potential.
just please dont crank the difficulty to kaizo levels on stage 2 ;)
This is a good set of puzzles, the platforming is solid, and I like the little animated astronaut made of circles. The music felt a bit repetitive after a while, but I think the other sounds worked well.
It was hard at first to understand the rotated stitched levels. I think that the levels were too large and lacked enough identifiable shapes. You could never see the entirety of the level either. So when the stitched levels were rotated, it was hard to understand. Smaller(both physically and difficulty) levels demonstrating how the rotated stitching works would make it easier to understand.
Another thing is the hub. You're sort of thrown in there after the first level and it's hard to know which level should be played next. I assume that the related levels are arranged in a stair pattern and higher ones are meant to be played after lower ones. But a node based level selection screen would convey level prerequisites better.
I totally understand that there isn't enough time to tutorialize levels in 48 hours. I struggle with that too. It's really impressive that you've managed to finish this for the compo. I hope you will continue developing this.
I'll have to think more on how to better organize the hub. I like the idea of having everything be in-world but I do see how the current layout would be confusing.
The encouragement really helps. I was starting to run out of steam by the time I finished the post-jam version.
In conclusion great game! Good job!
The key points are:
- Put the levels in a logical order so the mechanics are introduced slowly to the player.
- Make sure when you're testing the player on a new mechanic that the level actually requires the player to understand the mechanic in order to beat the level.
- Introduce new mechanics and concepts as slow as absolutely possible. This game uses very complex spatial reasoning that will overwhelm most people if too many things are introduced at once.
- Add a zoom feature. This way the player can see the entire room at once and zoom out even further to better understand what sorts of patterns the links are creating.