It's really satisfying how fast you go when you activate your powers. I did have a bit of trouble understanding what it meant to complete a loop, though, and I kept feeling like the loop wasn't connecting when it should have (typically the two ends of the loop were parallel with each other, but just slightly off from each other). I played the game earlier in the jam before you released the video, and the incredibly trustworthy rat encounter was one of my favorite parts of the game, it helped give the game much more of a personality.
P.S.: If you could play my game, that would be fantastic! (I couldn't comment on your video because I don't have a youtube channel :( )
astroindie
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Very fun! After I beat the game I immediately restarted to try to get a better time, because of how satisfying it can be to launch yourself with the orb to go at high speeds.
(P.S: If you could play my submission if you have the time, that would be great! https://itch.io/jam/gmtk-2025/rate/3775393 )
I love it! The music is really good, and the entire game exudes charm at every opportunity. The Deltarune references were also very funny. The upgrades system makes this game really replayable, too. My only complaints are that the player's hitbox is centered at their sprite instead of their feet, and the game isn't long enough! When my build started to get going, and the game ended, it left me wishing that I could play in that run for longer.
Learning how to intuit the solutions to the puzzles was fun! I mostly used the strategy of running the level and then calculating how far I would need to go from there to figure out where to place the loops. I do feel like the enemies were a bit too hard to intuit the paths of, I mostly ended up just randomly adjusting my path until I got around them. The enemies would probably be easier to work around if their movement had more of an exploitable pattern or if the player's sequence of moves was more easy to understand as more than a sequence of directions (e.g. ">>>^v^v^v" is way easier for me to understand than ">^^<v<^><v>").
I like the idea of using a character's moveset to solve a puzzle, and then using that same moveset to complete a combat encounter! I also think the mechanic of jumping a distance based on how far you hold space could be fun, but the fact that the animation is desynced makes it really hard to judge 3-long jumps. I think that it was a missed opportunity that the you always are only allowed to move to one specific space of the board- the combat level to me feels like a level where it would be easier to play with the idea of using your movement system dynamically to avoid obstacles (I am aware that the fire doesn't actually kill you in that level, I am pretending that it does for the sake of the playtest). I think that this game would definitely benefit from some audio and additional animations, it's crazy how much they impact a game, especially in a game jam.
It's cool to see that you've released your first game! Things get way easier after your first few games. I hope that you join next year too! (no pressure though)
This game was exactly what I needed after all of the stress of developing my game. The resource gathering is really satisfying! I love how it feels like you're working together with all of the past versions of yourself.
Also, how did you manage to make a play-in-browser 3D game (with gameplay recording mechanics) not lag at all, even on my struggling little laptop?
This game is absolutely superb! I would normally give you some constructive criticism, but I can't really think of anything to say, other than that perhaps that having to time / precisely place the circles can sometimes be a bit frustrating? But even that isn't a major flaw with the game. Great work!
This game is really cool! I like how satisfying it can be to chain together jumps to quickly cover an area, and overall the split mechanic is very fun to use. However, the difficulty is very high, and the hitboxes on the goo blobs are too small to hit reliably, making it potentially frustrating to make sure that you collide with a goo blob midair.
My only criticism: Too good. At first, I thought that I would just play this once, then stop, but there's so much hidden depth here, such as ending in the center of the screen to use the fact that you start in the same spot you ended the previous level in. The depth goes great with the simple, addictive mechanics to reach the absolute pinnacle of game design. *chef's kiss*







