Incredibly clever and funny game! At a certain point within the middle I started getting incredibly irritated by how much time a restart takes. Especially when plenty of my attempts were foiled by happening to run into crates that were obscured by trees, the likes, regardless of them being relavent in the solution.
Despite that, great game!
balloonLantern
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Incredibly fun game! I would usually highly advise against bombarding players with text when first opening the game, as a lot of information is quickly lost if not quickly put to use. Additionally, I had a lot of issues at first due to information like item descriptions not being accessible after initial read, forcing me to come back to the game page or fail due to forgetting an item I got earlier in a loop. Once I got more used to the game however, it was incredibly fun! The strategic depth all throughout is incredibly satisfying and it requires the right amount of thinking to keep you restrategizing and yet not frustrated.
Great job, and good luck!
Nice easthetic and fun concept for the game. I was hoping the mechanism of the time loop would be used for more then just a narrative explenation. What if it was just one consistent dungeon you slowly learned to make the quickest route to explore? The time constraint allows you to encourage the player to experiment with different things on the same dungeon rather then complicating yourself with random generation.
The sprites definetely had a tight visual language which is always fun to see, and the use of red to signify damage amidst an otherwise monochrome landscape is brilliant. The music felt a bit uninteresting, though it worked well in the mix with the snappy sound effects you put in. So good job on that too.
Awesome idea, and the game design is sharp and on-point. You really nailed a formula for a game that can be played for hours. All that is left for this to be perfect is polish. Whether it is sound effects, allowing a full-screen option so you don't click off screen and die by accident, giving the text a font that compliments the visuals more, etc.
Good luck. Might replay soon.
Fun theme and awesome visuals. I like the visual idea of things spinning around this eldritch deity, though the idea of the looping itself feels a little plastered on, rather then something at the heart of the game (also ouch my hand hurts :[ ). The balance of the upgrades is also rather problematic, as the progression starts very slow, then explodes too quickly for you to see the upgrades you're getting, before slowing down near the end. This does not give enough time to appreciate and understand all the unique upgrades you clearly spent time and thought into. The sound too gets repetetive quickly. It compliments the cultish easthetic, though due to its minimalism it can get irritating.
The dialogues are fun and the game kept surprising me with it's new twists and upgrade variaty, which can definetely keep a player going until the final upgrade and beyond. Will look forward to see what you cook up in the future.
Incredibly charming games. I was absolutely immersed in the atmosphere the music and the artstyle made. Mixed with the adorable protagonist who's equally immersed in the world and you set yourself the groundwork for an otherworldly experience. Touching up the compositing for such a game is a must. The character, tiles and the leaves work well with eachother, but their scale when put against the background creates weird scalings and composition problems, which don't do justice to the effort and love that were clearly put into all of the parts. The gameplay was fun, though I found myself just holding down the f key non-stop from a certain point of the game and onwards, as the cameras constant movement was disorienting and difficult. The leaves too, in the later level became pretty irritating to work with, as due to the ways they desync depending on when you set their path, I often had times where I would have to restart the level even if all paths were aligned as they should after falling for the first time.
Overall, very sweet game and your music got stuck in my head. Good job.
Nice game. Taking the base of Simon Says and discovering what can you do when putting it in a roguelike setting and without the constraints of a physical object is very fascinating. I think using the sci-fi potential of the vibe of simon says toys for your game's easthetic is a clever choice, though one that can be tied in a way that makes more sense into some sort of a narrative. Maybe you're driving a ship and you need to play this game to keep it running? Or it's your way to maintain some sort of a sci-fi force-shield? Video games, unlike board games, often have a slightly bigger repsonsibility at immersing the player in another world. And if you already went far enough trying to create this dope space easthetic, try and think how to thematically tie it together in a way that will make sure your players are invested in the atmosphere. It will keep them playing for longer.
On the gameplay side of things, my biggest complaint would be mainly that the difficulty is bound to spike whenever you change up the board. So if you want players to persist through the game for long periods of time, it's usually wise to tone down the difficulty temporarily when introducing a new mechanic/changing the number of pieces on the board, the likes.
Nevertheless, it isn't easy programming a simon says game that can fit a variaty of changing boards, fitting it into a rogue-like style and still submitting it all on time within 4 days, so good job! I hope you had fun making it :)
Pretty solid game. A game like this suffers greatly when the controls are not present or communicated in game, especially with them not being the most intuitive choices for controls for such a game when considering the vertical layout (though I get the choice, as they are very comfortable once you get accostumed to them). I appreciate the game making sure you perfect each level and making absolutely sure you got each level's mechanics down. That is something which is easy to miss in level and game design and can often break a player's experience in the long run. Nicely done.
All the levels felt like they were building up to a finished track level with a more sizable length, so I was a little dissapointed to find out the game is over so quickly. Especially in a rythm game, you want to have the time to vibe with the music. But time constraints are what they are and gamejams are tough, so even getting this responsive of a rythm game system is a feat of its own.
Good job and good luck! :)
Brilliant game concept and incredibly fun main mechanic with plenty of potential, as well as a great selection of gimmicks and enemies.
My main issue would have to be the level design. I might've missed it, but it took me a couple of levels to figure out I have more control then just the space key. Moving about and changing your gravity 90 degrees at a time already has a lot of platforming potential without any danger (they're also pretty fun as well to just move around with), so adding a level or two built just to get the player accostumed to the controls could do plenty good to your game. Especially with games like this you want to ease your player into every mechanic, one piece at a time. And I felt that a lot of the mechanics were thrown at me way too quickly and way too early, preventing me from fully appreciating and enjoying them (when they clearly deserve it). As the levels progressed and the difficulty curve has slowed down this has gotten a little better, but I wouldn't be surpirsed if you lose a few players in the early game because of that.
Then again, this game's atmosphere and easthetic is charming enough to keep you playing and feeling cozy. So it's still a pretty good experience.
A very solid and well rounded game in all aspects! The controls are polished, the visuals offer a smooth expeirence, the story is sweet, albeit not expressed that much in gameplay, and the sound is satisfying. My main issue would be that the level design could have eleveated the game a bit more. Most of the dissapearing block puzzles revolve around doing two loops of the level in the same direction. Make players experiment more, move back and forth between sides, to get to various places, force players to think about the way they route their path in a level to use the gimmicks you have established to their full potential. Besides that however, the game was pretty fun!
Very creative game! Took me a few levels to figure out that the snake's body blocks it with its tail specifically being the win. This can easily be circumvented by having the head and the tail be a slightly different colour then the rest of the body. The level design in the early stages can also accomodate slightly more for this, making a few levels with only one fruit (or one of each type) at most, as even three fruits in an early stage can be a bit too overwhelming. Though the difficulty curve definetely allows the player to catch up, and makes sure they got all the knowledge they need by the time the game escelates. If I were to improve anything else it would be to touch up the sound and polish some of the visuals when getting a fruit or beating a level to increase the excitement of progressing or having your snake change (you can take inspiration from how games like Baba is You for example have all sorts of small visual flair when you interact with its mechanics).
Besides that, the visuals are great, the grim background and the dull colours of the temple/dungeon definetely complement the game's ancient tone, and the use of apples and rotten apples as what shrinks and grows the snake is a fun visual design.
Best of luck!
Love the writing and the easthetic. Totally gets you in a certain atmosphere, and I got totally spooked at the end of the first loop. So far didn't make it past the second loop but I enjoyed the writing so much I would intentionally listen until the end of any dialogue I could muster out of this angel character.
The gameplay is where my gripes start however. I think the idea for the controls, the cards and the looping mechanic work well with eachother, but it's not a simple moveset to get used to. When throwing new rules your player won't be familiar with, you have to do your best to ease them into it. The first loop started with obstacles much more ocmplicated to dodge then the ones later on in it, and none of them truly allowed the player to take it all in one by one and adjust to the moveset, nor each of the obstacles on their own. GMTK actually has a video on Mario Maker 2 which can be a useful guiding tool here for the level design for your first loop:
I would also highly advice against stating controls in a game like this exclusively in the description, as I know some players (myself included) like to experience some games blind, without looking at external descriptions.
But despite that, the game's charm, both narratively, visually and musically is enough for me to come back and persist.
Good job, and let's go to the caaaaaaaaaaard shooooooooooooooop
Love the writing and the easthetic. Totally gets you in a certain atmosphere, and I got totally spooked at the end of the first loop. So far didn't make it past the second loop but I enjoyed the writing so much I would intentionally listen until the end of any dialogue I could muster out of this angel character.
The gameplay is where my gripes start however. I think the idea for the controls, the cards and the looping mechanic work well with eachother, but it's not a simple moveset to get used to. When throwing new rules your player won't be familiar with, you have to do your best to ease them into it. The first loop started with obstacles much more ocmplicated to dodge then the ones later on in it, and none of them truly allowed the player to take it all in one by one and adjust to the moveset, nor each of the obstacles on their own. GMTK actually has a video on Mario Maker 2 which can be a useful guiding tool here for the level design for your first loop:
I would also highly advice against stating controls in a game like this exclusively in the description, as I know some players (myself included) like to experience some games blind, without looking at external descriptions.
But despite that, the game's charm, both narratively, visually and musically is enough for me to come back and persist.
Good job, and let's go to the caaaaaaaaaaard shooooooooooooooop
You know you did good when the biggest gripe people have with your game is that they want more. The vibes are immaculate, the way your abilities synnergize with the music itself, the funky designs, and the fun of trying to synnergize various abilities, alongside having a clear yet complex strategy to it all just combine to an incredibly fun experience.
You could've totally gotten away with making more stages or an endless mode without adding new features. What you already have is enough for so much.
Well done.
A creative, fun and snappy game that keeps you engaged all throughout. The atmosphere sent me back to those days of browsing old flash games and enjoying their fantasy vibe with that 'flawed' look that gives you just enough room to imagine more (not to say I have any quarrels with any of the sprites in this game, they just emenate that vibe). The animations too are phenomenal and well done. I especially enjoyed theorizing about what all the quirky and lively items at the shop are all about (though for some of them some sort of an indicator or explenation as to what they do would have been appreciated).
I have a few problems with the game:
1) it feels awesome getting way more money every game, though the shop items ran out a little too soon due to this. Increasing the prices on some of the items (like the permanent health boost) could be helpful in prolonging the intrigue the shop provides.
2) it took me a while to figure out the effect that killing dragons has on your progress. Due to the way the progress bar is designed I assumed I simply have to scale the tower, resulting in pretty long runs. If the game could improve the way it communicates that (whether through particles flying from dead dragons towards the progress bar, a redesign of it entirely, etc.) I think I would have felt less stagnant in some parts of the game.
3) the demonic character and his characterization sparked a lot of interest and curiosity, would've loved to know his motivation and to see some more of the story that it clearly seems you had in mind for him.
All and all, super fun game. Charming vibes and atmosphere, great colours and animation, incredibly tight controls and an overall smooth experience. Good luck!
Thanks a lot! We're already experimenting and trying to see where can we take this concept further. We have in fact experimented a little bit with ways for the reroll meter to recharge and have already considered both options you mentioned (we're currently tweaking things and trying ideas out). It is indeed true that if you run out of any rerolls the combat starts to fall flat, so we are in fact working on getting something that both makes the player feel like they have control while still maintaining the challenge and the uniqueness of the game's primary mechanic. And I am glad to say we made great progress on that. Hopefully in the future we will be able to release a post-jam version with all the ideas that didn't make the cut to the jam, and everything that did tweaked and polished even more!
Thanks for the feedback! We have in fact managed to add much less then we hoped to the game jam build. We initially planned on having around 10 battles ranging in difficulty and enemies, as well as an option for the player to customize their dice before each fight (and therefore adding more depth to the strategy of each fight). The enemies were also intended to support this, with each type having it's own unique dice and probabilities (though we only managed to finish slimes on time). We do plan to update the game after the jam, making it more of a game and less of a design idea (like you said it currently is), so if that might interest you stay tuned!
Thank you so much! We do plan to continue the project, and were on the verge of having five levels instead of one when the deadline got close. We plan on releasing a more polished version after the jam with all the ideas we had initially.
In terms of making the mechanics more complex, the initial plan was to allow the player to customize their dice, and the encounters were meant to support different dice builds. For example for one fight you might need a more offensive build, and for the other you might need to give your dice more "Defend" faces.
In terms of uploading to mobile, if it's possible to do so with Godot and we continue the game to a point we are proud enough in we could potentially attempt to upload it to mobile.
TL;DR: Thanks a lot for the kind response! We are in fact continuing the game and making the gameplay more in depth and more balanced :D



