Gears by DJH


A Minimal Puzzle-platformer
Controls
Keyboard Only (for qwerty)
Arrow Keys: MoveZ: JumpX: Drop And JumpSpace: Change CameraR: Restart Level
Controller (xbox)
Left Joystick: MoveX: JumpA: Drop And JumpL1: Change CameraStart: Restart Level
version 1.01 (Dec, 5)
- Minor Bug fixes.
- Added Mac OS verions.
- Changed camera button to 'space' due to Conflict with Web browsers' key.
If you're having hard time clearing certain stages
You can skip the stage by pressing Keyboard 'c' + 'k' or Controller 'Back' + 'Start' together.
| Windows | https://djdjh.itch.io/gears |
| HTML5 (web) | https://djdjh.itch.io/gears |
| macOS | https://djdjh.itch.io/gears |
| Original URL | https://ldjam.com/events/ludum-dare/43/gears |
Ratings
| Overall | 15th | 4.305⭐ | 61🧑⚖️ |
| Fun | 44th | 4.068⭐ | 61🧑⚖️ |
| Innovation | 7th | 4.364⭐ | 61🧑⚖️ |
| Theme | 58th | 4.254⭐ | 61🧑⚖️ |
| Graphics | 223th | 4.051⭐ | 61🧑⚖️ |
| Mood | 210th | 3.712⭐ | 61🧑⚖️ |
| Given | 19🗳️ | 7🗨️ |
I think maybe we can learn 'Greed' before 'Timing' ? :laughing:
Anyway, this is brilliant, and I love that there's a theme for each level, it's so well thought. Great job!!
I love your game !
(In fact, I stoped after 20 minutes of playing, too much reflexion for me lol)
Due to timings that are hard to hit some of the levels can be a bit frustrating.
Still great game overall.
It was a bit hard at first to get the controls (especially on non qwerty keyboards) but it's but after that, it's pretty cool!
Overall I really like how the design explores the mechanics here, good job.
A general advice: Using Z key is really annoying at least for german keyboard, because Z and Y are swaped. So its hard to use Z and X key at the same time.
* Sorry for the 'z' + 'x' keyboard controls. It was too tight to fit the schedule, and I could not think of a layout other than QWERTY ( Actually I barely knew qwertz or dvorak exist. :sob: )
* I also thought it would great if gears' rotations are in correct direction but I worked alone with poor productivity and had no time...
Maybe I can make POST-ludumdare version with these feedbacks! Thanks again
Find it not very intuitive on how many gears translate into how high you can jump, but its a cool mechanic nonetheless.
Just some small niggles: met with a small bug in this level, and also found myself unable to jump when wedged between two gears.

The final level is also odd in that zooming out the level doesn't focus on the entire stage.
The music got pretty annoying very quick.
But other than those bugs and the music this was probably the best game gameplaywise I played so far. I am not a big fan of puzzle or platformer games, but this one hooked me. The yoshi style sacrifice is a great mechanic and great implementation!
Some things I would suggest improving on if you were to continue working on this:
1. It's kind of difficult to keep track of the little notches on the gears that tell you how you're able to match up with them. I would say 90% of the time, I wouldn't even pay attention to them until they became the key factor in solving a puzzle. Not sure how to solve this issue (or if it was even an issue for anyone else), but it would be nice if there was some more visual feedback on it.
2. Right now I'd say the platforming segments are a bit TOO precise. I found the most joy in figuring out the puzzles, and how to set my gears up for the right outcome. Failing to execute a solution that you KNOW works can get a little frustrating. Perhaps be a little more generous with the platform spacing and also lower the hitbox on the spikes so that the player is able to execute a solution more easily after figuring out the solution.
3. I dig the screen shake on each gear connection. Would be nice to add a nice, crunch sound effect to go along with it. Pretty minor, but would be a nice touch.
4. Consider adding a visual indicator to how high the player should anticipate a Drop/Jump to be. I pretty quickly picked up on the fact that dropping multiple gears at once resulted in a higher jump, but I never really knew for sure HOW high it would launch me until I did it. Maybe a sort of transparent arrow pointing up to the max jump height the player should expect to reach if they dropped at that instant would be helpful (especially if you could somehow do it in a way that was unobstructive. Make it transparent, perhaps?)
5. The camera is a BIT too zoomed in for my tastes. I personally like using the fully zoomed out camera mode (thanks a ton for including!), but that was likely because the zoomed in camera mode was a bit too restrictive. I think a nice middle ground should be possible.
Whew, that was a lot of typing. I'm usually extra critical to the games I really really like, because I would love to see them taken further and expanded upon. This is easily one of my favorites of the jam so far. I look forward to future work from y'all! :smiley: