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The Way Home's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #12 | 3.435 | 3.786 |
| Gameplay | #13 | 3.435 | 3.786 |
| Overall | #32 | 3.072 | 3.386 |
| Music | #38 | 2.917 | 3.214 |
| Theme | #49 | 2.787 | 3.071 |
| Art | #55 | 2.787 | 3.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
UModelerX
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I did not use UmodelerX
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Comments
technically not 1-bit, too many anti-aliasing 😭
the gameplay itself though was pretty well made, as a puzzle game connoisseur i approve
amazing puzzle game! i found the art slightly simplistic but it did its job and having it be too complex would've hindered the feel. The puzzles were designed so well! that last one I felt was quite tricky but in the best way and I did manage to figure it out so cant have been too bad :) Well done overall though and I hope to see more puzzles from you :)
out of interest, how do you go about making puzzles? i love puzzle games and would like to make my own someday but I have no clue where to even start about actually making interesting puzzles.
thanks a lot!
actually this is my first puzzle game. I’m not a puzzle guy, but when thinking about two colors, other genre will be too hard for me to make as I have not drawing skills
So the ideas started from the constrains, two colors, then I would have black and white blocks, then I think it might be some routing puzzle, then thought about adding more mechanics to the white blocks being player’s boundaries and npc’s ability path. Then I thought about the goal, and what could be fun for players to optimize for that goals. Then chose number of offers shooting as the optimization goal etc
hope it helps
oh i never would have guessed you were not a puzzle guy it was made so well!
Very cool little puzzle game !
I liked a lot the concept of sacrifice, and the way you made the player understand the new mechanics by visual and interraction (the first level you discover the breaking plateform your first move shows what it's doing)
The fact that there was a target to achieve made so that it was possible to only seek the shortest path that took the souls to their position and see if it validates the target, so it can change the focus of the puzzle to optimisation, but even with that you have to show to the game that you understood its mechanics to proceed forward
The game is very nice to look at, with a lot of polish on the animations and the experience !
Thanks a lot!
The sacrifice idea came up when thinking about how to leverage the difference between white and black blocks to make some mechanics.
but I’m not happy with the depth of the gameplay, haven’t found some simple but powerful block types that can change the game
Cute and simple game, good job.
thanks a lot!
Hey! I saw your comment on my game so I came to play yours. It's really cute and polished! Since I'm still new to game dev, I wanted to ask: how long have you been making games to reach this level? I'd love to get there someday. Great job!
Thanks for playing!
I'm new too, this is my third game jam. I don't have any drawing skill, so trying focus more on mechanics and player experience polishing. for game jam projects, I typically spend 5-10 hours to get done. as long as the idea is clear, implementation can be accelerated by AI