Perfect+1

Hi everyone!

We’re proud to finally present to you our improved version of the Made with Defold Jam 2024 game, Perfect+1! I hope you will give it another try and enjoy our first try at a puzzle game, and our first ever completed game :shushing_face:.

Perfect+1

Perfect+1 is a bite-sized, retro-styled, puzzle game in which you navigate through 48 mazes (of various sizes) in hope of reaching the exit.

We’ve hit many struggles to get it to work on different devices and screen resolutions. Especially the new level select screen was a pain with all the different matrices, camera settings, zoom levels, gui scaling, etc (this really gave me a headache!).

Some improvements that have been added:

  • New levels and obstacles
  • Level select
  • Full screen option
  • Touch screen (mobile support)
  • Versions for different platforms (Windows and Mac builds aren’t signed, but should work :crossed_fingers:)

We’ve tried to get the game published somewhere but either did not get any response or got denied sadly. Decided to leave it on Itch.io and let it be free for everyone to be enjoyed. The source code for this game is also freely available on my GitHub page.

My friend will write a post mortem with more info about how we went into this (also our first) game jam, ideas and struggles we faced.

I hope you enjoy it, if you have any feedback or comments, please feel free to share it!

9 Likes

Just played the game and it is a fun challenge :slight_smile: Love the polish of the game

2 Likes

You are so fast :joy:

2 Likes

Wow! So great to see the winner of the jam evolving! :heart_eyes::1st_place_medal:

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Just in time for the next one! I’m sadly leaving the 4th of September so I only have a few days this time around. Hopefully I can make something, or just submit after :wink:

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Congrats on a game well made! My feedback is to have a strong tutorial clearly showing the goal of the game. I think it is too hard for someone trying the game for the first time.

Oh, I just realised that there is a tutorial text flashing by. It is shown on press but removed on release when selecting new game. Bug?

These instructions should perhaps be visible or easy to bring up while playing the game!

You could try something like Playgama Bridge to publish to several platforms using a single SDK.

BTW If you submit the game to a web game portal my recommendation is to ditch the two splash screens and for first time players immediately start the first level (with instructions clearly visible).

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Thank you! This is why the first level has the numbers in the corners, to guide you through the steps you need to make to finish the level successfully.

Ah, the curse of making one last change before uploading strikes again. It is indeed triggered on release instead of press like all the other GUI screens. Thanks for reporting, will fix ASAP.

Good idea!

Didn’t know them. Will take a look. We’ve looked at Poki before and made special entry points indeed in the game (like you said, the first time it should just immediately put you in the tutorial and game). This is still available but disabled for the Itch builds. It might be a good idea to enable it generally for HTML5 builds, I’ll look into it.

Thanks again for your great feedback and comments @britzl!

Great stuff. If I leave the game running in a tab, the sound mostly stops; there is intermittent sound stutter (Firefox). No big deal really.

Edit: Is there a path finding algorithm to solve for this?

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No, it’s actually quite a simple game. The character (Bert :stuck_out_tongue:) moves into a specific direction until he hits a tile with a collision. This just increases the moves counter by 1.

In Tiled you can set properties on a level. In here we put the level name and the number of moves that is required to pass the level. When you export this to a lua file you get the following object:

  properties = {
    ["moves"] = 4,
    ["name"] = "EASY AS 1-2-3-4"
  },

The game just plays the victory animation when both the internal moves counter has the same value as properties["moves"] and you are positioned on the exit tile. Then loads the next level.

Interesting. actually I didn’t think you used a path finder in the game, I was just wondering if one could be derived. Probably a rabbit-hole to avoid.

Ah, ok. I’m not smart enough to create one. But it probably can be done. :stuck_out_tongue: