Gems of Kaine by MateusBoga

You are a thief trying to steal a powerful sorcerer's gemstones, but if you do not take them in a specific order, you die.
This is my second time participating in the Compo.

Play on Itch.io: https://mateusboga.itch.io/gems-of-kaine
| Source Code | https://mateusboga.itch.io/gems-of-kaine |
| Original URL | https://ldjam.com/events/ludum-dare/58/gems-of-kaine |
Ratings
| Overall | 30th | 3.914⭐ | 31🧑⚖️ |
| Fun | 40th | 3.655⭐ | 31🧑⚖️ |
| Innovation | 26th | 3.931⭐ | 31🧑⚖️ |
| Theme | 109th | 3.534⭐ | 31🧑⚖️ |
| Graphics | 31th | 4.121⭐ | 31🧑⚖️ |
| Audio | 16th | 3.966⭐ | 31🧑⚖️ |
| Humor | 121th | 2.661⭐ | 30🧑⚖️ |
| Mood | 48th | 3.776⭐ | 31🧑⚖️ |
| Given | 22🗳️ | 36🗨️ |
I love it
@she-wrote Maybe this didn't come across, but I was trying to be comedic with the wall of text in the beginning, because in the end it doesn't matter at all for the game xD
Here is my entire recording as I learn in realtime how to play the game:
https://www.youtube.com/watch?v=BZlKvUjeU6A
but when I GOT IT, I felt like a genius haha
really clever! and really polished and well made!
WELL DONE!
However, I feel like the language of the puzzles makes it very difficult to determine what the rules are. The constantly running timer, the intense music, and everything else aesthetically about this game is great, but it makes it feel very tense which made me try to rush through guessing at puzzles instead of actually trying to figure it out. By the time I slowed down and tried to solve the meta-puzzle, I was already decently frustrated and could no longer actually reason through the information with the logic required. If I had stuck with it for a little longer, I think I maybe could have gotten it, but then we get back to the root issue of me probably not being able to solve the actual puzzles even after this realization.
I honestly don't know how you solve something like this, obviously there are people that this worked for, and making it easier would probably ruin their "aha" moments, or at least dull them. But then there's always the risk of it being overly frustrating for those who can't figure it out and by proxy can't experience the whole game. I wonder if some sort of hint system would help, like once per level it could show you a correct next step and then you could reason through why that's the correct option. It's not an easy solution, it's the kind of game that I think inherently risks alienating people, and maybe that's what the game needs to be to reach its target audience.
All this being said, I'd just like to reiterate that this is pretty much exclusively a me problem. I'm impatient and bad at parsing the language of puzzle games, and this was going to require that from me no matter what. I do think the mechanics are very clever, and the whole aesthetic and narrative design is delightful. It's objectively a very interesting and intricately created game, it just didn't work for my abilities in its current state, and maybe that's okay.
@mathstr0fficial Indeed we're taking about somewhat subjective things, and I think you put it well. It's not for everybody. I do agree with you also that I think ultimately the design of the environment and music could have been better thought out, and fit the kind of game that it is better. But also it's essentially 3 different games on top of each-other: it's the puzzle of figuring out the rules (like The Witness like you said), it's the actual puzzle, and then it's the speedrunning part of the game (that I think no-one is going to attempt tbh xD) so I think that maybe I still managed to bite a little more than I could chew. Regardless, thank you so much for your feedback! ^^
Once I understood the rules, it still took me a few tries, until around level 10 I zeroed in on a greedy strategy that seemed to work to remove most of the gems without any change of a mistake, and it was pretty route/simple for the last couple levels (though still kept me interested). It felt like maybe 1 more level and I'd be getting bored, so, good job on choosing a cut-off point =).
The only thing I didn't like was re-doing those first few levels (I was at the point where my theoretical rules worked for roughly 100% of 2x2 and 3x3 levels, so I had to click through 3-4 levels again to test a new rule theory for a while). Maybe if it just sent you back 1 level (or 1 level size) on a mistake, instead of all the way to the beginning, that would have felt better, and let me more quickly test my theories.
Music was great, I didn't feel the urge to mute it, which is high praise for a LD game :laughing:.
I didn't try a speed-run, but here was my final time:

By the end it did get a little repetitive - one more kind of gem which twists the rules a bit (shifting the meaning of adjacent gems, for instance?) might have been interesting, but of course that would probably make the game a _lot_ harder both to play and to create levels for.
Allowing moves to be reversed (not sure if it is unlimited? seems to be quite a few), but any mistake sends you back to round 1, is an interesting choice. It does mean that any "immediately safe" move can be made without looking deeper, since if you end up in a dead end moves-wise you can always back up. I think the way you have set it up works well in the "learning the rules of the game" phase but perhaps less well in the "I understand the game and am just executing a depth-first search algorithm" phase. Given that this is a jam game and most people are likely to spend most of their time in the first phase, I do not think you made a bad choice here.
Anyway, this is a fun and well polished experience. Well done :)
Great and unique idea!

I thought the graphics were beautiful and caught my attention. I spent 10 minutes trying to figure out the logic, but it didn't make any sense to me. I couldn't get past stage 3.
Unfortunately, I gave up. :(
It's great to see a simple idea delivered with great polish, very nice entry!
- Make sure the game is self-contained, i.e. include the hints inside the game (I didn't realize I should scroll to read the hints on the itch page until I read the comments here)
- Have hand-crafted levels that introduce rules one-at-a-time (something like the witness) to help players identify the rules rather than have to guess & fail as many times
- Or if not hand-crafted, consider re-generating the level until it is more incremental from the previous level, so that the leaps in logic don't have to be as large
In any case, a very impressive compo game with excellent execution overall! I'll have to revisit it to try to take another swing at understanding the rules. Thanks for a great game :-)
Understanding the rules wasn't all that easy for me, but once I figured them out, I was hooked. I had to do a second run right away :slight_smile:
I just had to mute the music because it was getting a bit too tense. But otherwise, everything's fine, both graphically and sound-wise. Awesome game!
#### 23.10.2025

Are the levels procedurally generated? They definitely look different every time, and this seems like a game that would not be too impossible to implement that in Compo timelines!
Loved the overall vibe of the music and sinister laughter when you lose. I made it to level 10 a few times but didn't end up getting farther because I kept making small mistakes - restarting from the beginning is maybe a little bit too punishing, although it is probably necessary early on to make sure the player actually learns the rules correctly.
I liked that the music resumed at a different point every restart, it kept things fresh and made long runs feel more impactful. The graphics are nice, and I like the spooky red highlights that appear when you make a mistake, with the spooky laughing. I could never get past level 7, but I appreciate the difficulty and what you're going for.
PS: Thanks for having an undo button, too! Would have been much more painful/frustrating without it.