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Beenrak

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7
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A member registered Apr 24, 2017 · View creator page →

Creator of

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Lack of audio is jarring – but I thought the fact that you made a level editor was a cool interpretation of the theme.

I really liked the concept, just needed a bit more polish. Great job!

Fun idea, it definitely feels stressful after a boosty loop and the coaster is going real fast. I enjoyed it!

It’s definitely possible there is a small time leak, can I ask how long you were on the level for? It should stay perfectly synced to at least one track but the others could potentially get desynced.

I already know how I could enforce that if I could push a fix heh.

The way we originally planned it was there would be one base track, and then we’d layer two more, then it would go to a new base track and repeat for 6 levels.

Unfortunately we just didn’t have enough tracks that worked well like that. But I feel you. The goal is to really get into the beat and just “feel” it – but it’s hard to do that in the current game.

Thanks for the feedback!

N was explicit inspiration for the visual design of the game – minimalistic and low resolution items in a large level.

I think post jam I’d want to tighten up the relationships between the levels and the music to hopefully reduce the need to wait for specific sections; make the beat a bit more inherently regular in general so you can just move to the beat rather than wait for a specific part of the song

I escaped in 14 loops – just a quick note, the game didn’t work for me unless I fullscreened it, not sure why.

Creative idea! We went with a similar concept for my game (a rhythm platformer where you got stuck in your synth) – but rather than the player building the track, they had to react to it as it modifies the level.

Great to find another game interpreting loop in this way. Congrats on the submission!

Great game, thoroughly enjoyed it. I liked that my guns really felt part of the beat as I added more.

I normally try to find some constructive criticism to add to all of my game jam comments, but I don’t have a whole lot to say! If anything, I think it would have been neat to see my weapons represented on the timeline just to see how crazy it gets as it gets further.

We went with a repeating audio loop as our core gameplay mechanic too, but ours isn’t player authored – it just varies per level. Check it out if you have the time, I think we were trying to do the same thing with the theme (but in different genres).

Overall, great job!

Got a score of 2753. Fun little game – could have used one more mechanic (maybe a speed boost, or something.

Congrats on the jam submission!

Got a score of 2753. Fun little game – could have used one more mechanic (maybe a speed boost, or something.

Congrats on the jam submission!

I like the concept, definitely strong ties to the theme which is great.

I didn’t love that I couldn’t see the whole level up front. It made it hard to know what I should do without failing and altering the beat.

Overall though, good job on the game!

Great job on your first full game!

First, for anyone who plays this after me, some notes that weren’t in the description:

  • The things you are slotting in, are abilities (like jump, toggle platforms, grapple)
  • Once slotted, press space to start the game
  • Jump ability activates on space, toggle happens automatically, and grapple is LMouse

For feedback: Obviously the stuff I put above should have been in the description or in game somehow – I almost reviewed the game as broken because I couldn’t figure out how to start.

Also, it wasn’t obvious how to play. Making some simple levels that are beatable in a few seconds that force you to use the abilities before you need to start layering them (jump into grapple) is a good way to teach the player.

All that aside however, I do really like the main mechanic. I have seen a few games where you slot abilities in a timeline, but its rare where you get to activate them yourselves. Sorta makes it like a tactics platformer. Its a little rough around the edges, but there’s something cool in there.

Great job making a full game! Don’t take my feedback too negatively, you should be very proud of making this in 3 days!

All of the controls felt great – I the aiming joystick and flight stick really added something to the feel of the game vs just using something like arrow keys; loved that.

From a gameplay perspective, it felt like it mostly just came down to swapping life support out whenever you could afford it to keep things powered. I wish I understood better why my fuses were blowing (I get i was using too much power, but it wasn’t clear what my power usage would be).

I also wish that the Loop aspect was a little more apparent in the game. The circuits sub-system was basically just a “which elements do you want on” panel.

That all being said though, its clear a lot of work went into this. It played well, looked great, and was an interesting overall idea. Great job!

This was our original ideal before we switched! We wanted to do a tower defense game where you place your ‘turrets’ on orbits defending a planet.

My main feedback is that the game feels a bit too dependent on reversing orbits and I wish there were some non-circular orbits (I only made it to the second orbital ring).

Overall good job and congrats on the submission!

I really like your concept, and huge props for building it solo during the jam. Well executed theme and overall submission.

My feedback would be that its really difficult to see how my beat is going to actually line up in game. I think some kind of visual that would help me map where my guy is going to be at different points in the beat would be super helpful. Maybe having each column light up on beat (while planning), or having numbers on the columns that correspond to their beat would be enough.

I made it fairly far (I think) – to a level where you had to attack through barrels and pass through spikes while avoiding the laser shots and it just got a bit too much for me to keep track of by that point.

Overall, great job and congrats on the submission!

Its clear a lot of work went into this game, so congrats on getting it all done. The art is really good, and I liked the “voice acting”.

From a gameplay perspective, I wish it was more obvious the issues I was making as I was making them. It felt like realistically you just had to keep getting caught, get one more hint, and then make one more change. I think it would have been fine if it was obvious that I left fingerprints, or got spotted on camera (a little popup where my hitman says as much) wouldn’t have ruined the game since you would still need to figure out how to fix the problem. Plus then the character would seem less inept (rather than the player).

Also, I didn’t feel the Loop vibe too much. I LOVED the time-change flashback, that was SUPER well done – but from a gameplay perspective it just kinda felt like what happens in any game when you fail, you try again.

Regardless, you should be super proud of this. Its very well put together for a jam! Great job!

Really interesting mechanic – but quite difficult.

Trying to balance lining up shots with getting pickups was a really interesting gameplay mechanic.

The missiles were a bit tricky to avoid, it felt like you sorta needed the electric gun to handle them, but after a bit there were simply too many and I’d always run out of ammo.

Overall, great job!

I got my yummy cake in 280s – pretty difficult.

Really creative idea! Here is my feedback: The platforming controls are very twitchy. You really need to be precise with movements. Maybe adding a bit more smoothness to changes in speed (especially when dashing and in speed mode)

I see that you tried to make the current powerup visible on the character, which is GREAT – but it only shows up while that power is active (so while falling with gravity, while dashing, when you double jump). I think maybe an indicator thats always there by the character that shows what your current power is would be nice.

Overall though, it is an interesting use of the theme and a nice complete game. Great job!

I got my yummy cake in 280s – pretty difficult.

Really creative idea! Here is my feedback: The platforming controls are very twitchy. You really need to be precise with movements. Maybe adding a bit more smoothness to changes in speed (especially when dashing and in speed mode)

I see that you tried to make the current powerup visible on the character, which is GREAT – but it only shows up while that power is active (so while falling with gravity, while dashing, when you double jump). I think maybe an indicator thats always there by the character that shows what your current power is would be nice.

Overall though, it is an interesting use of the theme and a nice complete game. Great job!

Yea that was the hope! That you’d check the timeline to get a feel for certain timings, but that you’d play on the “feel” of the beat rather than by watching the timeline. Thanks for playing!

I played on M&KB in browser and it all ran great. I managed to escape out the front loop in 3:22.

Car felt great, and I was impressed by the NPC cars – good job on them, wish they played a bigger role in the game.

If anything, the game was a little too easy and I could have used a tighter link to the theme – but overall great job!

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Neat mechanic -- reminded me of Mario Odyssey! I'd say the jumps are a little tight though, and I would have made a different keybind for catching the ring -- maybe just space again? I made it to the end at least, I'm glad my ring has a new home.

Overall, I enjoyed it though! Congrats on the submission