We Little Three by Prismapunch
We Little Three is a puzzle game taking place in a cardboard box! Play make believe and solve the puzzles to get Redford, Bloobo, and Yeller to their buttons!





MADE BY PRISMAPUNCH GAMES
| Source Code | https://github.com/Prismapunch-Games/WeLittleThree |
| Link | https://prismapunchgames.itch.io/we-little-three |
| Original URL | https://ldjam.com/events/ludum-dare/56/we-little-three |
Ratings
| Overall | 227th | 3.885⭐ | 28🧑⚖️ |
| Fun | 405th | 3.558⭐ | 28🧑⚖️ |
| Innovation | 474th | 3.385⭐ | 28🧑⚖️ |
| Theme | 251th | 4.019⭐ | 28🧑⚖️ |
| Graphics | 424th | 3.846⭐ | 28🧑⚖️ |
| Humor | 379th | 3.346⭐ | 28🧑⚖️ |
| Mood | 449th | 3.615⭐ | 28🧑⚖️ |
| Given | 23🗳️ | 33🗨️ |
I really liked the tutorial of this game. It immediately drew me in, and it clearly and smoothly explained the basic controls, the victory objectives, and how the mechanics of the three characters work.
I also really liked the art style of the three characters, which reminded me of the characters from 'Inside Out.'
(Our game this time also used a similar character design approach.)
The game feels very relaxing to play, but it might be a bit too simple for puzzle enthusiasts?
If you continue developing it, I believe you’ll create more interesting and challenging levels!
My only gripe with the controls is I'd like there to be a "quick switch" option - like maybe binding Q and E to cycle between the three when there's more than one in play. No real reason to have to select with the mouse.
(Also, shout-out to a fellow Godot developer!)
I was really hoping to "get to the hard puzzles" as I was playing through. I believe there was only one level that had anything I needed to think through--almost all of the levels were simply executing the obvious steps to get to the goal. And that's completely fine for a jam game / prototype -- I often start with vibes when making games rather than building any particularly engaging content. And, I think that having a game that is just fun to interact with -- without even having deep content -- is a really good thing! (e.g. I've definitely heard that said about platforming games, and I can't see why it wouldn't apply to puzzles). But, I definitely would have liked to see some tricky puzzles!
I'm thinking the main limitation is probably that more mechanics would need to be introduced to really start getting trickier puzzles--for example, the yellow character can't really do anything to open a path for the other two, so that character doesn't have as much utility in puzzle design.
All told, though, I'm very glad I played this entry! It was absolutely a treat.