Thanks for the comment and for the proposal! I'm not interested though, I have enough of my own ideas to work with. Also I'd call myself a game designer, not a programmer. Good luck with your work!
buday
Creator of
Recent community posts
I guess it's rare, but here's a short level for demonstration. You can get 1st or 2nd star by random chance:
H4sIAAAAAAAAA42PUQuCMBSF/8t9nmMqFuyxQgh6iIpeoocxh6xskzkhkf33pllZFPS0y+75zjm3hVQWQrGLAApWVDYEBGujT4Jbv6iAHlpIC5b7KfIb7d8WrkCDBBMEDdAJTpw7IthybaTKfwMET5OeCGIceQZ91z1l4WC80rr87LFhmay7sSsxyoiHUgSTnp1rpfwl2twNdk0pev7ltGdF7f/ebcKxDfqfe8RHQ/yM8XNudK2yTiFVZZniYrnwnHM3w01+BHsBAAA=
The idea is there, and the plot together with the final twist is very nice. But it seems the looping idea has nothing to do with the gameplay. Each time you given different options, the only options to progress the game, so eventually the story is told completely linearly. If instead you gave the player all options at once (all objects, all interactables) and made the outcome different depending on what player does, it would become a proper puzzle with main focus on loop mechanic.
Despite that, the game feels nice, it succeds to tell the story, creates cool atmosphere and it looks very nice. Good job!
I really like the concept. I like the simplicity of it, a very small and limited ruleset that allows for crazy combinations and deep puzzles. It's unfortunate that the game is not quite finished. The thing that's missing the most in the current state is QoL features: moving objects after placement in edit mode, things like that. Also, at first it's not clear what to do, and object naming is inconsistent between pre-made levels and editor. At first I thought "launch" button was to start simulation, turns out it's the name of "ejector" block. I think all block-placement buttons must be visually grouped and separated to distinct it from simulation-controlling buttons (in pre-made mode).
What I disliked a lot is that you have to build from starting loop: you can't place loops mid-air in pre-made mode, and you can't place connectors mid-air in any mode. This makes impossible the approach of "place ejector here to launch there, then build loop way to it". Instead I have to build the entire way and hope I end up in the right place, or rebuild it all again, one block at a time. If I could place objects anywhere (mid-air connectors can be just disabled but shown), and was allowed to move placed objects - this would make the game so much more approachable. Right now, the absence of QoL is what gatekeeps players from fun.
I really like that you implemented level sharing in a veeery approachable way - just by exchanging pieces of text with ctrl-c ctrl-v, that's actually super great. Also I must note that sometimes physics is inconsistent, same level may play differently when person grabs the loop or flies past at high speeds.
Overall it's a good game with great potential. Good job, I am pleasantly impressed!
I like the idea, it's simple yet effective. The duration of ghost spawning is well balanced, as well as movement and jumping speed, and level sizes and layouts. However high acceleration with non-existent deceleration creates uncontrollable movement for no good reason. I'm usually dedicated enogh to complete any jam game, but this time I couldn't finish 3rd level, and ghosts have nothing to do with it: it's just difficult platforming alone. In a jam game that's supposed to be about loops and ghosts, it distracts from the core idea too much.
At the same time, I find both visuals and sound super good and polished. Starting cutscene with big hand reminded me of World of Goo's absurd style in a good way. Great game, good job!
Unexpectedly epic, fun and addicting. Controls system is a bit hard, but grapsable. I like that the ship is asymmetrical - rules are oddly specific, this makes it more interesting. However I feel like with current balance you barely want to use higher ship speeds, and instead just try to survive the level while being as slow as possible. Maybe with less rocks, or with several lives to crash through, game would feel less foddian and more dynamic. Overall it's crazy fun, looks and sounds fantastic, great job! Music rocks!
Good implementation of a game, nice looks and animations, enjoyable and addicting. Visuals and music create a nice atmosphere, which also doesn't distract from deep thinking. One QoL you could've added is to highlight the last move of opponent: sometimes I miss it and don't know what changed and what to focus on. Overall good job!
I like this game, it's fun, and it's a unique twist on the theme actually! I didn't get at first how you fight white clothes (turns out you don't), and the whole "only up-down movement" in the rotating environment takes a while to figure out: where exactly you want to be to dodge an obstacle on a specific trajectory. I think it would help to start the game slower, then speed it up to crazy speeds, so new players have more time to figure out the conrols, trajectories, and general rules. Overall it's fun, addictive, and great looking game, good job!
Unfortunately no, it's a bug due to janky physics. You're supposed always be connected to the engine from the start of the game, then you can't go far beyond the emergency box. True ending is to find the only way to power both the gear and the switch on the higher floor while still connected to the engine - you can check it out in the playthrough video on this page.
In any case, thanks a lot for playing!
Thank you! I'm afraid tutorial level is the only level and there's not much after it :) I thought about the music, but I feel like it's okay to not have it here, as the everlasting clicking of chain creates enough ambience which fits the atmosphere of abandoned facility, but that's arguable. Anyways thanks for your comment, and thanks for playing!
Nice idea, solid execution. I like how useful dying is, the branching paths in level design, diffuculty slope balance, checkpoint system. Gravestone positioning could be adjusted if mid-air so you always can climb previous stone (now it's possible to die too high). Phrases ended at some point, I guess you could make them loop. And I'm not sure it's the most fitting music for the atmosphere, but it adds some juice. Overall good game, good job!
The idea looks absolutely fantastic! But implementation feels a bit off. Since you have to go around the enemy to make a loop, maybe 3rd person view would work better to see the string all the time. And I felt like I missed some cues on ability cooldowns, enemy attacks, things like that. The visuals are super good though, and overall the game is great for a game jam. Good job!
Thanks! I was afraid to let players kill themselves in the first seconds of play (easy with janky physics and disengages), so I limited controls in the tutorial a lot. I agree that in the end it was probably too much, and the game doesn't even last long after the tutorial (it was supposed to but oh well jam deadlines). I'm glad you liked the game and especially the ending, thanks for playing!
I like this game! It's simple, it's deep, it's fun - everything you need. You could've added more cues: in the middle of the loop it's hard to tell when it ends, and it's hard to estimate where the block will land when you place it. A shadow that helps to aim the block would be nice. Overall it's a cute unique game, good job!
Whoa, a game that's kinda similar to mine! I like the idea, it must have taken some thought to make these specific rules about where you can start and end rope and what it collides with, and it works just fine. Car physics is harsh and makes it roll each time it touches the rope with bumper, but it eventually drives to the destination so it's fine. Controls are a bit odd, but working. And I like that difficulty is balanced well. Overall, it's a quite unique idea in this jam, that works as intended and is actually fun to play from first to last level. Good job!
Nice cute game. The biggest problem I see is that I don't feel any penalty for any action. I can do one action per day. I can hoe entire field before doing anyting else. I never go bankrupt and never run out of time. This makes it less of a game. Adding simple goals to reach would make it more interesting. Also, selling or buying doesn't take time but happens one fruit at a time - selling 20 fruits takes a lot of mouse clicks for no reason, why not sell it all at once? And an annoyng thing is that I can't change action in the slot after I chose it, I have to play the day anyways.
Despite all that, it's a nice cute game that works, and I enjoyed playing it and growing fruits for a while. Good job!
Very cute game! I adore the countour-less art style, this looks absolutely fantastic. I like that lily pads are both bird protection and food. It would be nice to have less friction on collisions so you aren't stuck every time you touch something. Otherwise the game plays perfectly without tutorials or explanation. Great job!
Holy cow this is good. At first, it traps you with style and atmosphere that doesn't let you go until the end. Then it strikes you with deep puzzle design (accompanied with excellent controls and QoL that lets you focus on the solution). Yup, I actually beat the game all by myself. And boy, did I enjoyed the ending - I sat there with my mouth open for a good minute, literally. I'm amazed. And attention to detail - waving buttons animations, robot eyes reflecting last move, etc. - is also there. I have nothing to add, brilliant game, great job!
I like this game. It was hard for me to understand what is the goal at first, the icon alone is not enough. But once I figured it all out, it was cool and fun experience. I like that controls are kinda limited, but also it's not just "throw and observe", you have some control during the flight - it's very nice balance where both launch and flight are equally important. Good job!









