The Sand Will Bury Me by anacat
* The Sand Will Bury Me is a poem-like puzzle game. *
Catarina Lopes | Programming, Game Design
Isaque Sanches | Visuals, Technical Art, Game Design
Tiago Quendera | Music, SFX, Game Design


//We forked reality for a couple of days... Or were there weeks?
Ratings
| Overall | 143th | 3.865⭐ | 39🧑⚖️ |
| Fun | 428th | 3.392⭐ | 39🧑⚖️ |
| Innovation | 118th | 3.797⭐ | 39🧑⚖️ |
| Theme | 710th | 3.361⭐ | 38🧑⚖️ |
| Graphics | 238th | 3.986⭐ | 39🧑⚖️ |
| Audio | 69th | 3.972⭐ | 38🧑⚖️ |
| Humor | 819th | 2.08⭐ | 27🧑⚖️ |
| Mood | 21th | 4.243⭐ | 37🧑⚖️ |
| Given | 42🗳️ | 8🗨️ |
Not really challenging but captivating. Took me a while...
The sound, the graphics, the storytelling, the mechanics... it's all great, even though the loss mechanic can be frustrating until you understand how it's useful.
Only criticism, you can make one last move when the time hits 0 but it can't make you win. It feels weird.
I find it a bit frustrating though that you have to get back to the previous "level" when you failed one. Of course for some of them it's necessary but for the others it's a bit annoying. Since this game is mostly base on luck (sonce you don't know in advance what will be the spacebar effect), I would have prefered to start over only the current level (when the level is possible of course).
Now there's two options: either I did not understand something (which is reaaaaaaally possible) or I have a design issue with your game.
For me, there's no way to predict what walls will *move* when I press Space (that's the part I might be wrong about, please correct me if that's the case). So you pretty much have to try out hitting space one or two times in each level to see what the *movement pattern* is, and thus failing a first time before being able to think about how to do said level. And that's a pretty weird design for a puzzle game if you ask me. But that's not something really hard to fix.
Aside from that I still had fun playing your game, it's a solid entry!
I'm not gonna echo the complaints of the other people here, I'm sure you already know from them that restarting a level back and being unable to see in advance what walls were going to swap was frustrating. It was cool to see the different branching paths though, especially how they interacted with the poem, changing it slightly depending on your route. More stuff with that would have been cool.
Other than that, generally a solid entry. Well done!
That being said I do agree that there is no way to predict wall changes. This is something that could be nice to have. As the current state is random guessing.
A way to see what SPACEBAR would do to the level would've been nice - that would make it a bit more puzzly and less trial-and-error.
This is probably one of my favorite games this LD.