Tiny Fragments by Daniel Moreno

Connect fragmented pieces of a level to help our protagonist get its food. Be careful and keep it away from the hazards!
PLAY IT HERE (BROWSER): https://daz.itch.io/tiny-fragments
Edit: Oh, I'm super overwhelmed by all the comments and feedback, thank you all so much, you're all awesome! :thumbsup: I made a quick bugfix and the music should work now, sorry about that! I also uploaded downloable versions (Windows & Mac) of the game in case you prefer that.

Edit 2: I've decided to keep working on this game. I want to work on a new version, heavily improved, and with more content. I like the concept and others do too, and I know I can do a better version of it with some more time, so I want to give it a try!
Feel free to join this Discord server if you want to keep updated about this new version:
https://discord.gg/Fc8YydC
| Youtube | https://daz.itch.io/tiny-fragments |
| Youtube | https://tinyurl.com/ydddn98e |
| Youtube | https://daz.itch.io/tiny-fragments |
| Youtube | https://daz.itch.io/tiny-fragments |
| Original URL | https://ldjam.com/events/ludum-dare/46/tiny-fragments |
Ratings
| Overall | 6th | 4.333⭐ | 1059🧑⚖️ |
| Fun | 11th | 4.266⭐ | 1059🧑⚖️ |
| Innovation | 13th | 4.306⭐ | 1058🧑⚖️ |
| Theme | 603th | 3.587⭐ | 1052🧑⚖️ |
| Graphics | 81th | 4.192⭐ | 1059🧑⚖️ |
| Audio | 167th | 3.656⭐ | 1037🧑⚖️ |
| Given | 16🗳️ | 22🗨️ |
The graphics are absoulutely adorable.
The gameplay is smooth and innovative.
Awesome job.
* Sometimes I forgot that the character bounces back at the end of the screen. I was sure that it would fall off and die haha. Maybe if it had a stronger indication of that mechanic it would be more clear.
* The fact that the character paused when I was holding a piece made me play the whole game holding a piece hehehe. I don't know if this behavior was intended or not, but if it had a pause/play button it would lessen the hassle of holding the mouse button for long periods of time.
* I found a bug: I was typing my thoughts on my cellphone while the character was bouncing over and over and it eventually fell off the screen and the game crashed. (maybe something to do with rounding errors?)

Things I Liked:
* The art is simple but very cute and polished. Everything has an animation, nice work!
* The music is pleasing, fits the game very well and the loop isn't tiring.
* Nice level design! It reached that point in puzzle games where I felt good and smart when I finished a level haha, this must be very hard to design.
* The concept is very interesting, I can't remember other games with a similar concept.
Your game inspired me! It has a small scope, with just a few mechanics, which probably let you focus on polishment, good level design and to make a complete experience. This is the way that I want to go on Compos. This is my first time doing Compo and my scope was too big. Next time I will remember your game!
**Edit:** In the developer console, there was an error about music autoplay being disabled, so I enabled it for the site. However, it still doesn't play. I get the following warnings:
_Feature Policy: Skipping unsupported feature name "autoplay"._
_Feature Policy: Skipping unsupported feature name "midi"._
(for some reason I had only sound effects, no music)
Pretty neat thinky puzzler :)
I wonder what sort of puzzles would be possible if, say, the clicked buttons would become unclicked once you walk over them. Also shame to see that there weren't any situations wherein I had to figure out WHEN I had to get a key instead of it being the first thing I always got.
Other than that, I enjoyed the game! Good work!
Undoubtedly going to be one of my favorite entries.
Are you planing on extending this game? The puzzles were very clever.
Graphics are adorable, the music is nice, and the level design offers a good learning curve.

as for the feedbacks, I didnt understood what the golden lock meant, so I stopped there. the tutorial progression was amazing, just the golden lock wasnt very intuitive but i loved it anyway
I would suggest maybe option to click a tile then everything stops then click again where you want to place it.. Wouldn't take away anything from the puzzle aspect but would make the timing easier for people on laptops with touchpads.. :)
I'd be interested to know if you were in any way inspired by Magic Moving Mansion Mania - the designs seem to have taken similar paths. In any case, very fun to play, thoroughly enjoyed.
The game requires concentration great puzzle game combined with speed.
Well done.
It was really intuitive to know what you've to do. You learn quickly as you fail. Making a death, something that could be boring, a need to progress. Very interesting here!
Congrats :-)
Overall, great job!
Apart from being a bit shortish it doesn't feel like a game made in 48 hours at all. My only two gripes are that the music gets repetitive rather quickly, and that I would've appreciated some time to think before each level starts.
But that doesn't take away much from the enjoyable experience. Well done!
It's incredible, Congratulations
Brilliant mechanic!
Brilliant riddles!
Top!
Negative point is that the 8bit music of this game will definitely be stuck in my head for the next 2 to 5 days :D
Overall very good!

beside that great game and good music.
Congratulations for the game!
But, a background music won't be too much.
Love everything of this, maybe the only thing that after a while became stressful is the downtime of the character walking but it's really not a big deal.
Love this game! Makes you scratch your head from time to time!
GG!
- Nice graphics
- Innovative gameplay. Don't think I ever seen any game use something similar
- Moving blocks with spikes out of the way just screams "Keep it alive"
- Pretty short, which is perfect for the jam where you want to play many games
Cons:
This clearly is competitor for top spots, so I can be critical on the theme.. While keeping character out of spikes and holes is "keep it alive" mechanic, it does not feel like the main focus of the game. For example lots of survival games fit the theme better.
Overall this seems to be best game I've played in LDJam46 so far. Enough said.
I would totally play the full version, specially if it was for android.
Simple but great art and music, even if the music ends up being too repetitive. Sadly it doesn't fit the theme at all, but other than that it's one of the best games I have played in this jam.
Looking forward to see more sub-mechanics to increase variety and challenge!
i don't think, i've ever played a game likt that before
As others have said, I don't know if it was intended, but I often picked up a piece to pause the game, figure out how to solve it, and then execute.
I found the game is very nice and complete.
I take a real pleasure to play with :)
The only missing thing really is the music :P
I was going to suggest having a way to pause the game so you can rearrange panels - but then I realized part of the fun was scrambling to drag those panels in place while the character is walking around. Also wanted to suggest having different background aspects to create some variation in the visuals as you progress (ie. the tree at the end was a very nice touch) - but it's understandable that there was only a short time limit for creating the game, without having to worry about additional visuals on top of that. Overall, the game was easy to understand, the puzzles were fun to figure out, graphics were simple and pleasing - basically, a job well down in a short amount of time. :)
Innovative concept. The puzzles are awesome.
Great job making the most out of the assets as well.
Definitely a thing or two to pickup here.
1/ I really needed five minutes to understand how to switch tiles, since I wanted to put them between each other and not on one another, maybe a shown example at the beginning could have helped
2/ the music could have been more subtle. Once again, the example of Baba is You is excellent in terms of usage of minimalist music to help you concentrate on the puzzles.
But my overall feeling is : OUTSTANDING !
Amazing job!!
* There was no option to pause the game
* There was no option to fast-forward
* No level select screens or anything like that
* I thought the game-over animation was a bit bland, maybe you could've made the guy explode or something?
This is simply _delightful_... and I mean that in a very literal sense... the game _delighted_ me. I've never seen a mechanic like this, though it's possible it's been done before and I've just missed it... but either way, the level design is excellent, the graphics beautiful, the whole feel of the game... I love it. Very well done.
You should go with it to market!
This game is quite fun and i love the unique card-like mechanics!
The game design is simple and good, the level design is on point, the art is great, all little animations and input feedbacks are polished, the ending comes when it needs to. This gave me a real Nitrome vibe.
Thank you for the game, you can be really proud, I hope someday I can be as talented!
I was sure this was a Jam game at first! Phenomenal work, really amazing entry!
Good graphics, fun core mechanics, audio was nice...
The only thing I can think of that's missing is a way to control the speed, because sometimes I had to wait a while for the guy to walk.
Still, great work!
The graphics are very clean and well polished. Same for the audio! The fact that the cursor went into a little "wait" mode when the character was going through an animation was a very nice touch, reminded me of 90's games a lot. Being able to pause the game by simply lifting a fragment almost made the game a bit too easy. Perhaps there could be a timer? Or just drop the fragment if the player hasn't managed to move it before the character went off-fragment?
Your game really requires you to use your brain, and I like it!
Currently I'm at Level 9, and my goal is to finish it.
---
I've got to say, this instantly reminded me of the winner of last Ludum Dare COMPO.
It's called [The World Collector,](https://ldjam.com/events/ludum-dare/45/world-collector) by [joe-williamson](https://ldjam.com/users/joe-williamson) and I really recommend you check it out.


It's got exactly the same base concept as your game, although in that game you collect the level-fragments as you go, and you're also free to control the character.
It went Top3 in FOUR different categories in LD45, so it's a really solid entry! Highly recommendable.
---
Just thought that I'd point out this resemblance.
Keep up the good work!
I think it match a lot the theme because of the tension I need to put on myself to keep it alive from one card to another card where the character would die and at the same time have a lot of reflexion to save him.
Really good job.
PS : The tricky part is to hold a card to stop game time ;p With a total timer as the score it could force us to resolve faster and taking some risks !
Thank you !
Well done on your entry, it was pleasant to play :)
Very clever and interesting game. Great job !
Great entry, I had a lot of fun playing!
I wish there were more sound effects for whenever the character moves horizontally from a square to another for example.
Other than that, pretty perfect!
The puzzle pacing is done really well and the introduction of mechianics definitely keeps the game interesting.
Overall: really delightful.
It's very well polish and structured. Love this mini puzzles and the sounds.
Good work!
Nice cartoony graphics, and interesting mechanics :slight_smile:
The puzzles were tricky enough to force me to have more than on tries for some of them :grin:
Well done!
- The music was decent and fit the mood of the game well, it was just a little sharp and slightly repetitive, so that's one thing to consider. It was still pretty good though, especially compared to most LD games.
- I feel like a small indicator he would bounce off the wall would be nice because it was hard for me to wrap my head around when planning how to beat a level
- A way to pause the game would have been nice so I didn't have to hold a screen indefinitely
Besides these small points it was a very nice polished puzzle game that I enjoyed thoroughly. Good job!
The idea is very innovative and cool, it makes you feel like a comic character is breaking the 4th wall :D
And what a cute charakter at that.. :)
I'm extremely impressed, this game is so beautiful, polished, smooth and finished and most of all, FUN!
You've managed to come up with a couple of great puzzles there.
and it's even a compo entry, I can't believe you did this by yourself in 48 hours O:
I don't even know what kind of feedback to give as in what to improve, because I didn't really notice anything bad!
Ofc you can always improve stuff like add even more features and assets ^^
That's one of those games that would make a great smartphone/tablet game, hopefully you continue to work on it as a little side project :) good job!
p.s.: I didn't rate and comment with a hidden agenda because I genuinely enjoyed your game, but if you would maybe check out our game, we would be extremely happy about it ^_______^
The music was okay but a bit grating pretty quickly, so thanks for the silencing option.
Graphics were good but a bit small, bigger tiles put closer together might've looked better.
More visual feedback besides the lock would have been good for immobile tiles, like maybe make them in black-and-white? Or make the borders look like chains? Just some thoughts.
The gameplay was excellent, perfect easy-to-learn-hard-to-master style.
You created enough levels to make the game fun and showed enough to make me imagine what a full release would look like.
I encountered a bug I saw someone else report also where I left the character bouncing on the edge of the screen and it eventually fell out and crashed the game.
Solid entry. Great job!
Seems like something that could ship straight to mobile.
Anyway, the game is SO awesome that the theme doesn't matter in this case.
Great job. You need to expand this and make it a full game.
The puzzles themselves don't have super obvious solutions, which motivates me to figure them out. That being said, either the possibility space was not very large or the solution to non-solution ratio was relatively high, because it was easy to play mindlessly until I stumbled into a solution. I was never forced to slow down and think, because there wasn't much to think about. It also wasn't really possible to slow down and think, unless I held onto a piece to pause the game. I felt consistently motivated to continue playing, but mostly because the solutions came easily without much effort. There weren't any particularly memorable levels, or levels the stood out. I would say the most interesting moment was when I encountered a raised-ground tile that I had seen a few times before, but this time with a twist: there's a spike on one side of it, so you can't just treat it same as the ones from before.
The amount of polish on the game is incredible. It might seem like a little thing, but the little clock that appears next to the hand is really effective at indicating times when player input is ignored. The white border highlight around the tiles, too. I feel like player control is under-communicated in a lot of games, especially puzzle games, leading to a feeling of unresponsive controls or eaten inputs. I've thought a lot about how to make games feel responsive when animations are involved. How do you handle inputs if an animation is currently playing? Do you skip the animation? Do you buffer the input? You present a solution here; ignore player inputs during the animation and show a spinner. It's a bit old-school, reminds me of an old Sierra game, but it definitely works in this context for its intended purpose.
The controls were easy to learn and did not get in the way of the gameplay.
Nice learning curve and good introduction to the new puzzle elements. Small suggestion, pause the game at the beginning of the level, this brings peace and quiet and you don't get into the stress immediately.
The only thing that I think could be improved is the short loop of the background music.
The reload button is a great quality of life improvement - I think I would like a fast forward button or key to hold would be nice for when you've died a few times on a level.
what was the mobile game that had this mechanic I totally forgot!
but you introduced this one greatly and the pace was incredibly well done!
But yeh this game is great! Graphics are super nice. Audio is simple but effective with a nice nostalgia. And the gameplay is solid! And not to mention the level flow is its own tutorial, nicely done. But when it comes down to it, I suck at puzzel games, I think I got to level 4 or 5, and then my brain hurt too much! Great work haha
An error occurred while I was thinking about how to advance the ninth stage. My character left the screen and fought the game. As I went up and down there. @.@

1 - Mecânicas, Aprendizado e Fluxo:
A mecânica se adequa muito bem ao tema, ao manter o personagem vivo enquanto and por um cenário com possibilidades de morte (espinhos diversos ou mesmo queda).
Ao controlar o jogo através do movimento de partes do cenário, nós precisamos fazer o personagem pegar coletáveis (especialmente a fruta que é o grande objetivo de cada estágio).
Ao mover o cenário eu tive algumas dificuldades, talvez seja problema no meu mouse (ou na escolha de uso de mouse como única ferramenta). Ter apenas uma ferramenta é ótimo na maioria dos casos, mas neste caso eu gostaria de ter acesso a pausar o jogo em outro botão (dado que pegar uma carta já faz isso, não seria adicionar muita cois a mais), a menos que seja intencional ter o custo do desconforto em manter a parte de estágio erguida. Outra possibilidade para permitir pensar mais, seria deixar o personagem parar em um botão ou deixar ele mais lento. Todas essas sugestões são apenas pensando no desconforto que senti.
O personagem caiu da minha tela no oitavo estágio, depois de andar de um lado para o outro algumas vezes. Infelizmente isso fez o jogo travar e eu precisei recomeçar para chegar novamente naquele ponto do jogo (talvez sair da tela pudesse ser um gatilho para reiniciar o estágio, acho que o jogo travou por excesso de processamento fora da tela, não sei).
Aprender a jogar foi muito divertido, o básico a gente aprende com uma ou duas tentativas no primeiro estágio, depois a gente vai dominando melhor a mecânica.
O fluxo de jogo está muito bom (ao meu ver). Com exceção do último estágio, que penso ter sido feito para apreciar a arte final, creio que tenha sido bastante divertido (e imersivo).
Suponho que (em caso de continuidade do projeto pós LD46) uma boa ideia seria criar conjuntos de estágios com novos desafios. Outra coisa seria ter um limite de vidas (caso a ideia seja fazer uma campanha), ou algo do tipo. Creio que o projeto tenha bastante potencial de extensão.
2 - Gráficos, Áudio e Narrativa:
Os gráficos ficaram muito bons para o tempo de evento, especialmente a árvore final (gostei muito dela).
Há polimentos que podem ser feitos para o personagem do jogador (PdJ), creio que (em caso de continuidade) ele poderia ter o projeto de personagem desenvolvido (assim como a arte).
O áudio ficou bastante agradável (trilha e efeitos). :)
A narrativa é muito simples, não há muito o que falar sobre ela.
3 - Cultura:
O jogo me fez lembrar de antigos jogos para computadores pessoais, os quais requeriam que eu movesse as peças dentro do quadro (estilo puzzle de bloco); com a diferença de ser um jogo com ação e PdJ.
Dada quantidade de avaliações, creio que o jogo já seja uma boa peça de retorno cultural.
Serve também como ponto de partida para novos jogos similares.
4 - Monetização:
Acredito que esse jogo ficaria bom para smartphones, com diversos estágios e temáticas (narrativas e mecânicas). Creio que venderia tentativas de passar de estágio. Creio também que o conteúdo poderia ser estendido de tempos em tempos, mantendo a comunidade viva.
1 - Mechanics, Learning and Flow:
The mechanics suit the theme very well, keeping the character alive while walking through a scenario with possibilities of death (different spines or even a fall).
When controlling the game by moving parts of the scenario, we need to make the character pick up collectibles (especially the fruit that is the main objective of each stage).
When I moved the stage I had some difficulties, maybe it is a problem with my mouse (or when choosing to use a mouse as the only tool). Having just one tool is great in most cases, but in this case I would like to have access to pause the game on another button (given that taking a card already does that, it would not be adding too many more), unless it is intentional have the cost of discomfort in keeping the stage part up. Another possibility to allow more thinking, would be to let the character stop at a button or slow it down. All of these suggestions are just thinking about the discomfort I felt.
The character fell off my screen in the eighth stage, after walking around a few times. Unfortunately this caused the game to crash and I had to start over to get back to that point in the game (maybe leaving the screen could be a trigger to restart the stage, I think the game crashed due to excessive processing outside the screen, I don't know).
Learning to play was a lot of fun, the basics we learn with one or two attempts in the first stage, then we will master the mechanics better.
The game flow is very good (in my view). With the exception of the last stage, which I think was done to appreciate the final art, I think it was quite fun (and immersive).
I suppose that (if the post LD46 project is continued) a good idea would be to create sets of stages with new challenges. Another thing would be to have a life limit (if the idea is to do a campaign), or something like that. I think the project has a lot of potential for extension.
2 - Graphics, Audio and Narrative:
The graphics were very good for the event time, especially the final tree (I really liked it).
There are polishes that can be done for the player's character (PC), I believe (in case of continuity) he could have the character project developed (as well as the art).
The audio was very pleasant (track and effects). :)
The narrative is very simple, there is not much to talk about.
3 - Culture:
The game reminded me of old games for personal computers, which required me to move the pieces inside the board (block puzzle style); with the difference of being a game with action and PC.
Given the amount of evaluations, I believe that the game is already a good piece of cultural return.
It also serves as a starting point for new similar games.
4 - Monetization:
I believe that this game would be good for smartphones, with different stages and themes (narratives and mechanics). I think it would sell attempts to pass the internship. I also believe that the content could be extended from time to time, keeping the community alive.
https://www.youtube.com/watch?v=GjDKYcRkBKQ