Hey, really like your game. awesome work. I am looking for indie creator games for a co-op bundle. If you would like to join us: Ultimate Elite Bundle Submissions - itch.io best regards & peace <3
don’t get me wrong he would 100 percent be down to support indie games in fact he is the biggest indie game supporter i know he literally has a series where he promotes good indie games and he and his team run one of the biggest game jams on (GMTK game jam) i was just trying to look for a way to include his famous quote into a comment
(I positioned it as close to the wall as possible, ran and timed grab and got it after a few attempts, running it on linux through proton experimental although I doubt it matters, and on 144fps)
Really nice. I love the cute theme and styling, the thick lines of the artwork is just right, and the music especially is a perfect fit for meditative puzzling, really nailed that. Main thing that stands out to me at this point would be achieving a smooth difficulty curve, it seems to spike and dip a bit, and I think could generally increase a bit faster overall. My favorite puzzle in this demo's collection was the one where you have to drop Magnus down onto the switch, his reaction really seals it too. Overall, I am excited to pick up and play the full release (and hear your thoughts about the end of this development journey).
Watch me play the @Gmtk Puzzle - Mind Over Magnet demo and see if I can solve the challenging puzzles within the game! Join me for some brain-teasing fun in this playthrough.
I've been watching all of the dev videos up to this point, and it's been super rewarding to watch your journey!
Playing the demo now, I can really feel the amount of work and iteration that's gone into it :) The polish and overall execution really make it feel great, from the little nut and bolt particles getting pulled up by the magnet, to the little comments from your magnet friend a la Mario Wonder. The puzzle design is really clean and nice, too!
been following this game closely on your YouTube channel since the start and LOVING that I can play it now!
It feels great, though I did find a small bug:
If you rebind Carry / Throw / Use away from E on keyboard controls (I rebound it to W), dialogue continues to use the E key
The only thing I felt was missing was being able to see how far out those screw drill bits went out when you press them, cuz everytime I would activate them just to see how far out they went, but it would be nice to just be able to know from the start
I'm not a big fan of a puzzles but this one is a real nice polished demo! I really liked it! Hints and ability to skip a level is such a nice thing to have.
Probably the only bit of feedback that I can give is that No one really needs that long of a cutscene at the beginning. When you show that the PC jumps out of the pile I would assume I can control it immediately after.
Also I would want to see the ability to start new game in-game, not by tinkering with the save file. I love that you encourage more intimate approach to the game... But you get the point :)
ayyy i really liked that. i like sharing my two cents as well so ima give some unsolicited advice lmao
particle effects look nice, alil bright tho. they draw attention a bit more than the character does tho, a tiny bit. in my opinion. especially when more zoomed in. maybe some more transparency might help with that, idk. sure i could just turn them off but i like them lol. i think they were pretty well done, honestly. i just dont like how my eye is drawn to da floor over the character itself yknow. but maybe thats noob-dev me just being more aware of particle effects lol
level names all shaky and sexy lookin but its way in the corner and theres alot that happens at that transition point that its like "wat what did it say? dang i missed it i was too busy lookin around" etc. the eye wants to go to them rule of thirds points so i found maself fighting between the center of the screen to see the supersonic transitions, and the character to see the animations, and the lid flyin, and the metallic bits scattering, and the screen zoomin, and the corner where the level name is, etc
maybe if the level transition and the level name happened at different times, or if the level name was in a different place on the screen. or better yet if the level name lasted longer on screen idk. obvi pretty irrelevant and unimportant if it's just level names but still. im no gen alpha 😅 i take a bit of time to take in all the information
music alil loud by default. same as the ambient fx. so i set the music and the ambience like a third of max while the others are max. alil bit better balance for me, i like the sfx to really stand out over the music, so idk if other people would as well. just gives the game a bit more tactility i suppose. dont want the jams drownin out the audio feedback from the inputs.
could come down to volume, but also if u like mixing and mastering music, maybe some of the frequency ends can be taken out of the music so its not all fighting for the same frequency space. orrrr, idk ur moral stance on lofi lol but lofi might not be a bad filter to try. just so the sounds stand out
when evrything wants ur attention, then nothin gets ya attention, ykwim? visual and audible heirarchies are very very important. timing, placement, volumes, brightness, etc
some ux and ui animations could def be integrated maybe. just to give it a bit more flow and a bit less flashy jumpcut jumpscariness. at least on the pause action, alil zoom-in maybe. or quick flyin from the left or somethingg with alil metallic sound as it slams into place in the center lmao etc. the rabbithole for the importance of ui animations and ux is hella deep tho
alsoo, when i enable an option, idk if i like the fact that enabling and disabling an option has the same clicky sound effect lol. if i turn an option on, i kinda want a sorta positive kind of moree affirming yessy sound. and if im disabling an option, maybe u can make the click a lil duller or something, lower pitch mayhaps. just some audio feedback to match the visual feedback. cuz i kinda look at things in passing but when they both the same click its like waitt did i enable this option or not lol idk. maybe a problem with my brain. i want it to sound like i turned it on, yknow. im not crazy am i lol
iv seen other people talk about this but the sounds dont rly sound like they exist in the same space yknow. audibly. idk if thats due to frequency pockets or differing reverb or something idk. maybe givin em all the same filter or fx chain might help with that
them waterfall sounds omgg so intrusive lol and not in a calming rain way. no offense i just think better when my brain isnt filled wit all sorts of sound. maybe if the water had anything to do with the puzzles then maybe u can draw attention to em like that but otherwise its alil distracting honestly. a more peaceful wooshing mayhaps, or differing volume or frequency domination idk. but maybe u want the player to feel unnerved and distracted because u this character who just like falls into some random place and u want the audience to be immersed with a relevant and applicable emotional response idk lol.
i understand the use of the action button to grab onto the hangy things, n maybe it is more efficient like that idk. it is pretty satisfying gameplay. especially on grabbing the ol magnet buddy. i suppose im used to old sonic games where u just jump at somethin like that and he automatically grabs onto it. the most intuitive gameplay doesnt always mean the best tho. sonic def grabs when i dont want him to grab sometimes lol. nice when its nice, but not nice when it isnt. somethin to think about maybe. im sure u probably already have tho. i also went to press B on an xbox controller to let go of the hangy thing but it didnt workk. same button to grab and to let go is probably better once ppl get used to it but its def not the most intuitive. tho ik B is reserved for something else. B to aim, not LT? cmonn man lol jk
obvi i can tell you know what atmospheric perspective is, which is greattt. idkk. (again, this is just me tryin hard to think of things to say cuz i wanna help out 😅) maybe the bg can be a bit more desaturated. my eyes are kinda fighting around the screen a bit, and a more deliberate visual heirarchy might help that. i like the custom backgrounds over the simples cuz theyr cool af, yet they could maybe benefit from even less contrast or less saturation maybe. i saw the screenshots of the more fiery red level and dang i bet that level must be hard to look at lol. no offense, just makes it harder to differentiate the foreground from the background when theyr both bright and saturated etc
im sure uv heard of likee squash and stretch or whatever its called. i dont remember if ud tried that kinda animation style prior. if not then maybe itd be somethin to at least play around with. at least to have the experience. ik u separate the wheel from the body a bit but maybe animations in the sprite pieces themselves would sorta help give the characters alil more life maybe. at least in the ol tire wheel idk what the wheel is made of lol but still. oo lil bouncy rubber sound for the wheel tire if its made of rubber oo. satisfying lmao.
puzzle design pretty good tho, i like challengin my brain. literally went "Ahhhhhhhhhh.." like at least 4 times lol. its crazy how simple the puzzles are in terms of mechanics and features, but its just the unintuitive order of operations which makes them difficult. fascinating stuff. played on windows. no bugs in the slightest. satisfying controls and gameplay
I've got one point of criticizm, and that is that this game has nothing in the way of graphics or performance settings. The game runs fine as long as it's in windowed mode on my PC but it's not an ideal solution.
Very charming! A few notes: - Lovely visuals, and the sounds are nice and non-intrusive, everything reads clearly. Great work - Puzzle difficulty felt balanced, not too easy, not too hard for a first world, you learn the mechanics by yourself - I was confused why a single level had nuts and bolt particles but none of the others even though they're non-interactable (did I just not notice them elsewhere? Were they supposed to be there for a particular reason?) - the keys are correctly placed on a non-QWERTY keyboard (so no issue playing with them, left is left) but they display wrong (ex. my keyboard is AZERTY, so using the A keybind is me pushing the Q key, but it still displays as A) If you have access to detecting physical vs value of the key, could be useful to match the display to the value of the key while keeping the physical key binds as they are. I've seen some Unity games pull it off so it should be possible. Thanks for making the keybinds physical + allowing rebind though, it's a pain every time the dev has a QWERTY keyboard and doesn't think of other possibilities (this is a solid 90% of the time, even a big budget Unity game like Genshin Impact had that issue) =w=;; - I love the robot's little faces! Magnus and they don't have a ton of character yet though, it could be fun for them to interact a little more so the game feels less empty? Especially since the beginning puzzles are fairly easy, it wouldn't be too distracting. Get us attached? :3 (maybe idle conversations that can be toggled off for people who want to focus on gameplay?)
It looks great! I’ve been following you on youtube for a while now and it’s great to see this finally coming out to the public! Any plans for a Linux build? How about an arm64 Linux build in an AppImage I could play on my OGA? 😁️
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this game is the best!
Can we get a Mac port
"Note 2: The Mac version has some bugs - I'm looking in to it! Thanks for your patience!"
Hey, read descipitons
i like the game and it has really fluid movement i really enjoyed it it was very responsive
Demo is here but now on Steam yet?
Yes, it's a separate game altogether though.
Hey, really like your game. awesome work. I am looking for indie creator games for a co-op bundle. If you would like to join us: Ultimate Elite Bundle Submissions - itch.io best regards & peace <3
i don’t think he will be interested considering the fact that he is “mark brown from game maker’s toolkit”
never heared of this man, but i think you should never be too "famous" to support the newcomers, indie-scene...
don’t get me wrong he would 100 percent be down to support indie games in fact he is the biggest indie game supporter i know he literally has a series where he promotes good indie games and he and his team run one of the biggest game jams on (GMTK game jam) i was just trying to look for a way to include his famous quote into a comment
fair i appologies he is cool
Well made game!
The key for skipping dialogs was still E, even though i changed the keys from the settings.
This version felt polished like a complete game, compared to the previous demo. Good job.
Also i don't know is it because i played the previous version but this demo felt very easy that made me feel a little bit bored.
I hope the difficulty will increase significantly as the game goes on in the full release.
this is the one by that one youtuber?
yes
I think I broke it xD
(I positioned it as close to the wall as possible, ran and timed grab and got it after a few attempts, running it on linux through proton experimental although I doubt it matters, and on 144fps)
I love how this game encourages exploration. there's always something new to discover.
looks good. just waiting for the mac version to come out.
Been following the Dev Log for a while.
I'll be sure to pick it up.
Mind Over Magnet by Gamemaker's Toolkit Pt1
Lovely.
Really nice. I love the cute theme and styling, the thick lines of the artwork is just right, and the music especially is a perfect fit for meditative puzzling, really nailed that. Main thing that stands out to me at this point would be achieving a smooth difficulty curve, it seems to spike and dip a bit, and I think could generally increase a bit faster overall. My favorite puzzle in this demo's collection was the one where you have to drop Magnus down onto the switch, his reaction really seals it too. Overall, I am excited to pick up and play the full release (and hear your thoughts about the end of this development journey).
I love the timing aspect! I hope the story/lore becomes interesting as we uncover new secrets of the world. I can't wait for more levels.
despite the absolutely horrible performance I got I loved those two silly guys
Watch me play the @Gmtk Puzzle - Mind Over Magnet demo and see if I can solve the challenging puzzles within the game! Join me for some brain-teasing fun in this playthrough.
I've been watching all of the dev videos up to this point, and it's been super rewarding to watch your journey!
Playing the demo now, I can really feel the amount of work and iteration that's gone into it :) The polish and overall execution really make it feel great, from the little nut and bolt particles getting pulled up by the magnet, to the little comments from your magnet friend a la Mario Wonder. The puzzle design is really clean and nice, too!
Honestly, I don't usually like puzzle games that much but I enjoyed this one. Good work and can't wait for the full release.
Cool game
Full gameplay: https://youtu.be/yFyUsXsSdkI?feature=shared
Cute little fun Demo
The colors are so good that make me want to play this game! Great game!
Watched the video it was amazing
Awesome game! I ❤ puzzle games! Very looking forward to the full version! 😀
i also love this game😀
great game, looking forward to the full version! :-)
wow nice
Congratz on the release !!
This is a demo
been following this game closely on your YouTube channel since the start and LOVING that I can play it now! It feels great, though I did find a small bug: If you rebind Carry / Throw / Use away from E on keyboard controls (I rebound it to W), dialogue continues to use the E key
amazing game, lotta potential. i hope this game doesnt get rushed.
this was fun as hell. i love the puzzles and artstyle
That was a really fun demo! Puzzles weren't too hard, but I can see the potential in those mechanics. Love you, Mark. Wishlisted.
Fun game! really good puzzle game, just think outside the box!
The only thing I felt was missing was being able to see how far out those screw drill bits went out when you press them, cuz everytime I would activate them just to see how far out they went, but it would be nice to just be able to know from the start
I'm not a big fan of a puzzles but this one is a real nice polished demo! I really liked it! Hints and ability to skip a level is such a nice thing to have.
Probably the only bit of feedback that I can give is that
No one really needs that long of a cutscene at the beginning. When you show that the PC jumps out of the pile I would assume I can control it immediately after.
Also I would want to see the ability to start new game in-game, not by tinkering with the save file. I love that you encourage more intimate approach to the game... But you get the point :)
ayyy i really liked that. i like sharing my two cents as well so ima give some unsolicited advice lmao
particle effects look nice, alil bright tho. they draw attention a bit more than the character does tho, a tiny bit. in my opinion. especially when more zoomed in. maybe some more transparency might help with that, idk. sure i could just turn them off but i like them lol. i think they were pretty well done, honestly. i just dont like how my eye is drawn to da floor over the character itself yknow. but maybe thats noob-dev me just being more aware of particle effects lol
level names all shaky and sexy lookin but its way in the corner and theres alot that happens at that transition point that its like "wat what did it say? dang i missed it i was too busy lookin around" etc. the eye wants to go to them rule of thirds points so i found maself fighting between the center of the screen to see the supersonic transitions, and the character to see the animations, and the lid flyin, and the metallic bits scattering, and the screen zoomin, and the corner where the level name is, etc
maybe if the level transition and the level name happened at different times, or if the level name was in a different place on the screen. or better yet if the level name lasted longer on screen idk. obvi pretty irrelevant and unimportant if it's just level names but still. im no gen alpha 😅 i take a bit of time to take in all the information
music alil loud by default. same as the ambient fx. so i set the music and the ambience like a third of max while the others are max. alil bit better balance for me, i like the sfx to really stand out over the music, so idk if other people would as well. just gives the game a bit more tactility i suppose. dont want the jams drownin out the audio feedback from the inputs.
could come down to volume, but also if u like mixing and mastering music, maybe some of the frequency ends can be taken out of the music so its not all fighting for the same frequency space. orrrr, idk ur moral stance on lofi lol but lofi might not be a bad filter to try. just so the sounds stand out
when evrything wants ur attention, then nothin gets ya attention, ykwim? visual and audible heirarchies are very very important. timing, placement, volumes, brightness, etc
some ux and ui animations could def be integrated maybe. just to give it a bit more flow and a bit less flashy jumpcut jumpscariness. at least on the pause action, alil zoom-in maybe. or quick flyin from the left or somethingg with alil metallic sound as it slams into place in the center lmao etc. the rabbithole for the importance of ui animations and ux is hella deep tho
alsoo, when i enable an option, idk if i like the fact that enabling and disabling an option has the same clicky sound effect lol. if i turn an option on, i kinda want a sorta positive kind of moree affirming yessy sound. and if im disabling an option, maybe u can make the click a lil duller or something, lower pitch mayhaps. just some audio feedback to match the visual feedback. cuz i kinda look at things in passing but when they both the same click its like waitt did i enable this option or not lol idk. maybe a problem with my brain. i want it to sound like i turned it on, yknow. im not crazy am i lol
iv seen other people talk about this but the sounds dont rly sound like they exist in the same space yknow. audibly. idk if thats due to frequency pockets or differing reverb or something idk. maybe givin em all the same filter or fx chain might help with that
them waterfall sounds omgg so intrusive lol and not in a calming rain way. no offense i just think better when my brain isnt filled wit all sorts of sound. maybe if the water had anything to do with the puzzles then maybe u can draw attention to em like that but otherwise its alil distracting honestly. a more peaceful wooshing mayhaps, or differing volume or frequency domination idk. but maybe u want the player to feel unnerved and distracted because u this character who just like falls into some random place and u want the audience to be immersed with a relevant and applicable emotional response idk lol.
i understand the use of the action button to grab onto the hangy things, n maybe it is more efficient like that idk. it is pretty satisfying gameplay. especially on grabbing the ol magnet buddy. i suppose im used to old sonic games where u just jump at somethin like that and he automatically grabs onto it. the most intuitive gameplay doesnt always mean the best tho. sonic def grabs when i dont want him to grab sometimes lol. nice when its nice, but not nice when it isnt. somethin to think about maybe. im sure u probably already have tho. i also went to press B on an xbox controller to let go of the hangy thing but it didnt workk. same button to grab and to let go is probably better once ppl get used to it but its def not the most intuitive. tho ik B is reserved for something else. B to aim, not LT? cmonn man lol jk
obvi i can tell you know what atmospheric perspective is, which is greattt. idkk. (again, this is just me tryin hard to think of things to say cuz i wanna help out 😅) maybe the bg can be a bit more desaturated. my eyes are kinda fighting around the screen a bit, and a more deliberate visual heirarchy might help that. i like the custom backgrounds over the simples cuz theyr cool af, yet they could maybe benefit from even less contrast or less saturation maybe. i saw the screenshots of the more fiery red level and dang i bet that level must be hard to look at lol. no offense, just makes it harder to differentiate the foreground from the background when theyr both bright and saturated etc
im sure uv heard of likee squash and stretch or whatever its called. i dont remember if ud tried that kinda animation style prior. if not then maybe itd be somethin to at least play around with. at least to have the experience. ik u separate the wheel from the body a bit but maybe animations in the sprite pieces themselves would sorta help give the characters alil more life maybe. at least in the ol tire wheel idk what the wheel is made of lol but still. oo lil bouncy rubber sound for the wheel tire if its made of rubber oo. satisfying lmao.
puzzle design pretty good tho, i like challengin my brain. literally went "Ahhhhhhhhhh.." like at least 4 times lol. its crazy how simple the puzzles are in terms of mechanics and features, but its just the unintuitive order of operations which makes them difficult. fascinating stuff. played on windows. no bugs in the slightest. satisfying controls and gameplay
Can't say much, had a lot of fun playing this demo. Would like to see custom levels in the full game, but I will also buy the game without it.
I've got one point of criticizm, and that is that this game has nothing in the way of graphics or performance settings. The game runs fine as long as it's in windowed mode on my PC but it's not an ideal solution.
Very charming! A few notes:
- Lovely visuals, and the sounds are nice and non-intrusive, everything reads clearly. Great work
- Puzzle difficulty felt balanced, not too easy, not too hard for a first world, you learn the mechanics by yourself
- I was confused why a single level had nuts and bolt particles but none of the others even though they're non-interactable (did I just not notice them elsewhere? Were they supposed to be there for a particular reason?)
- the keys are correctly placed on a non-QWERTY keyboard (so no issue playing with them, left is left) but they display wrong (ex. my keyboard is AZERTY, so using the A keybind is me pushing the Q key, but it still displays as A)
If you have access to detecting physical vs value of the key, could be useful to match the display to the value of the key while keeping the physical key binds as they are. I've seen some Unity games pull it off so it should be possible. Thanks for making the keybinds physical + allowing rebind though, it's a pain every time the dev has a QWERTY keyboard and doesn't think of other possibilities (this is a solid 90% of the time, even a big budget Unity game like Genshin Impact had that issue) =w=;;
- I love the robot's little faces! Magnus and they don't have a ton of character yet though, it could be fun for them to interact a little more so the game feels less empty? Especially since the beginning puzzles are fairly easy, it wouldn't be too distracting. Get us attached? :3 (maybe idle conversations that can be toggled off for people who want to focus on gameplay?)
Enjoyed this demo very much :D
It looks great! I’ve been following you on youtube for a while now and it’s great to see this finally coming out to the public! Any plans for a Linux build? How about an arm64 Linux build in an AppImage I could play on my OGA? 😁️