Nice job lol, love how you can break it with enough upgrades

Fun concept! I’ve played a lot of factorio in my time, so an automation game where you have to constantly manually move things around is a really neat twist!
My only complaint is that the recipe indicator bubbles above the machines block too much, so it’s hard to see a conveyor or anything in the tile above the machine. but that’s am very minor issue. excellent job
It had some good puzzles and has a lot of content for a 5-day jam, but the boost dash felt too difficult to pull off sometimes. The time limits were so tight that if you “bonk” off a wall while dashing a single time, you automatically fail the level. But if you don’t hold the dash for long enough, you won’t reach the exit in time. A few of the levels, I would have already found the solution, but just couldn’t execute on it because of how tight the timing is.
That said, I did have fun with it- The puzzle mechanics were interesting and I really liked the puzzle that organically taught me that I could diagonally dash (the one that’s just a big open room with a keycard in the center)
It seems like the game might not work properly when played on a monitor at >60fps. My monitor is 165fps and makes the game absurdly fast to the point that it’s hard to control, whereas if I move the game to a 60fps monitor, the game seems to run at a much more reasonable speed.
This is a hard thing to test for, but typically stems from using delta time incorrectly. You might be able to try turning off v-sync and that might help test for it? It’s a pretty common mistake to make, but something to look into for future projects :)
Thanks for playing! The splatoon connection is interesting, because I felt it too near the end of development, despite it not being one of the key inspirations.
We were thinking of having a more proper ending (i think the Groinch was gonna explode) but just didn’t have the time to add it
thats just how game jams be tho :P
Hi- All the levels take place in one level, and pathways are made to new sections as you progress through the game.
To be completely honest, this game was made by my younger, more inexperienced self, and I can’t recommend it to be worth the price anymore. Instead, I recommend checking out the more recent game jam games I’ve worked on- Not only are they free, but (at least I think) they become much more quality.
Uploading uncompiled code is an odd choice. But, if- like me- you were warned by Itchio that this could potentially be a virus, it’s (almost certainly) not.
Reading the “windows” (python) and the “linux” (c++) versions, I didn’t find anything malicious or out of place, it just looks like an AI generated “make a snake game for me” in 4 different programming languages.
I’m not familiar with java and I thought swift was a pokemon move, so I can’t fully validate that theory… but hey, it’s just a theory. A GAME THEORY thanks for reading!
very cool idea, the only real issues i had were on level 5, its a bit tricky to know which cubes are gonna clog the hole first, i had to do a few tries cause i kept having the roundish one clip into one of the cube ones… also, its not immediately obvious which direction pressing “down” will go on the isometric angled view, though thats not a big problem and at worst makes you burn a turn or two.
overall i really like the idea, levels 6 and 7 reminded me a lot of that old flash game bloxorz. nice job!
It’s a really good idea, but dying in one shot makes the game very difficult, between having the skeletons that can snipe you out of nowhere and your previous ghosts sniping you while they try to shoot said skeletons, it feels like it needs a bit of balancing… i honestly got the furthest when i just did a full reset, and didn’t have to worry about my past-selves killing me…
that said, it’s really cool to have a proper roguelike in a jam (at least it seems procedurally generated?) and it seemed like i was softlocked a few times, but spawning skeletons that drop chests that can have the key you need is a very clever way to get around that.
i think this game could be really great with a bit more balancing, and i think it’s overall a good game, like many other jam games, it just feels like it needs another day or two.
pretty fun!, it took me a bit to figure out i had to dive and crash through the enemies to kill them (didn’t read the description award), but eventually i read the description and figured it out!
also, something worth noting is it looks like you’re updating the camera’s position in the _process() function, and its following the player’s position from the _physics_process() function- this can lead to a weird jittering on monitors with refresh rates above 60hz, so it’s recommended to put camera movement in the _physics_process()
if you don’t have a monitor above 60hz, you can change the “Physics Ticks per second” in the project settings to something like 30hz or even 15 to check if you’ve fixed it- it’s not the biggest issue, but it’s a mistake i see people make a lot.
this comment became more about a minor visual bug than the game itself, so i’ll end by saying that i liked it, fun game loop and it felt very polished, especially for a jam game!
the ‘deckbuilder’ aspect is a really interesting interpretation! the idea is very much based on the concept of both looping and shuffling a music playlist, and shuffling a playlist is much the same as shuffling a deck of cards- so there’s another connective thread to deckbuilding.
thanks for playing!
glad you enjoyed!, i worked hard on that “fade out” shader so i’m glad somebody noticed it 😅 the little hanging is probably the lack of proper loading screens and just the engine loading everything in an easier (and less optimized) way… but yeah, it only happens when the game starts so its not a big enough issue to fix for a jam.
very enjoyable, the little character immediately reminded me of those little fellas from portal and the momentum and setting and story and radios gave me big portal vibes lol, even before reading the ‘about’ section.
very good, especially for a first jam! nice job!
(also, always nice to see a fellow linux user! 🙂)
i like the idea of controlling a big snake with the mouse cursor, but it was a tad cumbersome to push my mouse to the side of the screen to go to the next area only to have to immediately flick it to the other side so i don’t get hit by an enemy!
that part was a little annoying, but i quite liked the rest of it!, it was quite satisfying to see a big row of enemies, wait for them to attack and eat them all when they’re vulnerable!
i like the art, but couldn’t get the ‘play’ button to work until after i opened the credits menu… i wasn’t really sure if there were any controls other than holding space
it felt like i was supposed to be able to be in the air more?, it felt like my jetpack didn’t recharge, so i just mashed space and ended up getting first place, which i’ll take as a victory lol 