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alana_jb

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A member registered Jun 25, 2019 · View creator page →

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I absolutely love the presentation of this game! The visuals and audio are excellent. The basic movement feels very fluid and smooth, aside from the wall jump which can be a bit finnicky.

I think the wall drawing mechanic is overall pretty good, though some sort of indicator on screen when a wall is being drawn/able to be placed would be helpful, it can be a bit hard to judge in first person.

A bit more of a tutorial on how to complete a level would be nice, the first level does not specify you have to run to the start and then back to the end while holding the rope to finish the level. I also think the timing on how long a wall stays active could be increased slightly, at least at first. Some of the timings felt pretty tight.

I think this has the potential to be a very fun fast paced speedrunning kind of game.

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I absolutely love the presentation of this game! The visuals and audio are excellent. The basic movement feels very fluid and smooth, aside from the wall jump which can be a bit finnicky.

I think the wall drawing mechanic is overall pretty good, though some sort of indicator on screen when a wall is being drawn/able to be placed would be helpful, it can be a bit hard to judge in first person.

A bit more of a tutorial on how to complete a level would be nice, the first level does not specify you have to run to the start and then back to the end while holding the rope to finish the level. I also think the timing on how long a wall stays active could be increased slightly, at least at first. Some of the timings felt pretty tight. It was also a bit frustrating how some of the mobile enemies would by default walk into the corners of a platform, which made drawing the loops a bit more tedious.

I think this has the potential to be a very fun fast paced speedrunning kind of game.

I think part of the review got cut off here

I think the battles themselves are very fun, but the loot could use some work. It feels like there is too much given out after each battle to the point that it’s a bit overwhelming. It also does not help that it is hard to tell the difference between all of the different weapon types.

I think giving out less loot after each battle, but having that loot be more unique in its function would improve the progression a lot. Maybe some of the weapons deal more damage, while others deal less damage but have helpful secondary effects. It could also help to have more info on each item when you hover over it (something to the effect of deals x damage rather than just saying deals a small amount of damage).

The visuals and sound design are both very good where they are at, though as some people have mentioned, simplifying the UI some wouldn’t hurt, there’s a lot on the screen at the same time, especially in the inventory screen.

I do really like the deckbuilding aspect to it and think with some more polish in how loot is handled this could become something very good.

I think the idea is very fun, and some of the solutions I figured out for puzzles felt very rewarding. I do think however that the platforming can be a bit too precise in how you have to execute it, which often takes away from the feeling of discovery with solving the puzzle. I found several times where I figured out the solution, and simply could not get the platforming to work like I intended it to, which took away from the satisfaction of solving the puzzle in the first place.

I do think that the core is there, the idea of using past selves with rotating gravity to help future loops is a really neat puzzle to work around, I think the game just needs to focus more on either the platforming or the puzzle element, right now it is a weird mix that fits between the two in a way that takes away from some of the satisfaction of both.

Thanks for the feedback!

I do intend to add more of a way to preview the actions before going into a level at some point, likely along with a full on tutorial.

You’re correct that the blast was meant to be a shorter range thing, I was worried it would be too close range and not be useful and I think I just overcorrected a bit there. As for balance, I’m experimenting with an energy system to limit how many actions you can take, and my intent is that the blast action would take more, necessitating fewer shots with it than the burst.

Once I get the gameplay more polished I intend to do a more thorough revamp of the visuals and audio, I’ve just been putting those off because those are not really my areas of expertise

Yeah, I’d like to add some sort of more in depth planning mode, maybe just a button to preview it in an empty level before going out into the actual level. Some more clarity on enemy vs player bullet is also a good idea.

As for the bug you found, that’s a good catch, I’ll be uploading a fix for that whenever I make the next update

I think I broke it

I couldn’t quite figure out what the patterns did, but it’s a pretty solid base for a balatro-style roguelike!

It’s a solid puzzle game

It can be a bit finnicky at times to get the sliders just right, but it’s still fun to mess around with!

Fun small arcade game! I think the only real issue I had is that the sound of rotating the black hole was a touch loud when compared to the other sounds, especially since it’s playing most of the time.

Really good, especially for your first game jam! Some of the controls are a bit awkward at times (climbing and wall jumping in particular), but it’s still a pretty satisfying platformer

Idea is fun but having some easier levels to get to know the mechanics first would have been nice. I wasn’t able to get very far in either level.

I also think a bit more telegraphing of where things are going to be would be nice, there are several obstacles that are larger than where the red telegraphing was or hit a slightly different area, which made it more difficult to avoid everything.

It’s fun but there’s definitely some polish that it could use. I found it best to just hold down the direction keys so that I didn’t have to worry about actually being on beat. I got a bit stuck in the area with the two switches blocking the door, the switch was pulled but the first box was still blocking my way.

I definitely think with some more polish it could be a very fun puzzle-y sort of rhythm game!

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Simple concept but the music and art make it pretty fun!

fun little puzzle game!

Fun idle game! I like the feeling of interacting with it in a tangible space, makes a lot of the progress feel more concrete than in a lot of other incremental games.

Thanks! I’m definitely still working to polish it and add more content (to be updated after the voting period ends), but I think the basic premise has a lot of promise.

You should be able to use the A and D (or left+right arrow keys) to move back and forth on the loop and place multiple attacks, they just take up more than one slot on the bar. I am also working to address the issue of offscreen attacks, there are issues going both ways of enemies killing you from offscreen and the player being able to kill enemies before even seeing where they are.

Edit: I did more testing on my end and it turns out the build I submitted for the game jam had entirely turned off any i frames for dodging. Not sure how that happened but oops

I agree with that, I intend to add in some sort of mini map or other way to locate remaining enemies with future updates, as well as smoothing out the look ahead camera.

Yeah I’d initially thought the blast ability would be more powerful that I ended up over-tuning it and had the exact opposite problem lmao.

Thanks for the feedback! I’d experimented with different ways to incentivize the player for using different abilities in the loop but nothing quite stuck. I’m going to do more experimentation to find a way to do that and update the game in the future!

Thanks for the feedback! I ended up pushing back enhancing the visuals for too long and before I knew it the time to submit was over. Upgrading the visuals is one of my top priorities once the jam is over!

I agree, right now there isn’t much reason to change the music loop outside of just varying the music. I’m planning to add in more content that would encourage different loops once the jam is over, just didn’t have enough time during the jam.

I think the idea is fun, but the controls were very finnicky and hard to get working

Really well made puzzle game!

The pixel art is nice, and I like the feeling of playing through the same level but knowing more each time and being able to reach previously unreachable areas!

I like the idea of playing as the enemy boss! The art style is really fun as well!

Fun concept, and it's cool that it was made entirely in Javascript!

The controls were a bit unresponsive at times, which made some of the later challenges more difficult

Thanks!

Just a solid incremental game! 

Visuals are very polished for a game jam game, and it definitely has room to add more over time!

Mini games are all fun but I wasn't able to figure out how to get the clock to show 2025, even if I completed all of the games in a row

I think the idea of the game is good, and it definitely seems like there can be some neat strategy involved, but it could definitely use more of a tutorial to explain the game in more detail

Art and music are both very good! 

I agree with people saying that it would be nice if the start of the loop was labeled, but that's mostly a non-issue once you figure out where the loop starts. Some of the later levels get very complicated so there's definitely a lot of potential for more here!

Starts of simple but very quickly gets out of hand in an engaging way!

Fun concept with cute and unique visuals!

Love the art!

Thanks for the feedback! After the jam I will update it so the camera movement is more clear and give the option to not snap the camera. 

I like the concept and what you have so far. I think this could really benefit with some post-jam updates to polish it up and add more variety