Love the game, puzzle in 3D environment, the narrative, and the humor.
There is a little thing that I think I notice, and it annoys me. At the beginning, the UI and dialogue seem to be moving or shaking for some reason.
Love the art style and the general concept of putting a spin on classic and well-known board games. Selecting items and using strategies to improve the chance of winning against NPC is brilliant.
I was wondering how this game is related to "Loop" until I read the description. What a creative approach to the theme!
Thanks for giving my game a try, and nice thoughtful feedback!
It seems like your main problem is the engine.
I have lots of reasons to use RPG Maker, one of the main concerns is that I have limited time and resources to learn game making, so the engine I used when I was little is the engine I choose.
However, I politely disagreed with your conclusion that you think the engine is holding me back, since I believe I can achieve most of the things I want with this engine for now.
I am open to suggestions and looking for a new engine that I can try that fits some of my current limiting conditions. Thank you.
Love the art style and the concept, not gonna lie, it's quite fun drawing circles and looping!
I hope that the enemies can fly and move instead of just teleporting, especially to the edge where it's hard to loop around.
I hope the HP indicator and the damage that the enemy did to my plane can be clearer (Like an actual damaging sound) since I actually went to touch the enemy's plane on purpose, thinking the number popping up was a coin or something, until I realized it's damage done to my plane.
Love the story, narrative, and the art!
It's almost perfect, but there is a tiny problem in UI/UX design, making it feel a little clunky and less polished, for example, sometimes the phone and the selection button overlap and blocking the choice button.
Can't go back to the SMS and email selection on the phone, but need to put the entire phone down, press the phone again to switch between those.
The repetitive dialogue should be able to fast-forward and be skippable, like most visual novels, so it feels less mouse-spammy.
However, I'm sure you will polish it up if you have enough time. Great work for the Jam submission!
It works after I tried a different browser, Chrome > Edge!
It's a very addictive and simple clicker game, I love it a lot, and well executed!
With a music selection and execution like this, I think I'm going to let the game run in the background as BGM for a while, like some other clicker game I used to play!
Love the game, love the fluid movement, and the choice of the music!
I enjoyed it a lot and am super glad that the game went to a simplistic color-coded parkour way of "Mirror's Edge", its design is to make the player know what to expect and respond in a fast-paced environment.
This is well executed, and I hope to see more of it!
Love the game for the general concept and the music. But it's too dizzy for me.
I'm not usually prone to motion sickness when playing 3D game, but this one is too much for me.
Not sure if solving this by making the camera more stable, like "Replay Rush Racer" went against the vision of the game creator or not, since I can see that this game is designed in a way to make it feel "loopy".
Love the game and the approach to the theme!
It feels like a gear engineering game that will come out in engineering class to let people understand how the transfer of motion works.
I would love it more if there were some sound feedback when placing and dragging... and most importantly, the sound of gear grinding!
Love the cute, simple art style, charming narrative, and the fourth wall-breaking meta-humor!
Just a little suggestion, I hope the mouse hover indicator/effect on the clickable thing can be more obvious. I click the door for a while, wondering why the game does not respond to my click, until some moment later I realize that I should click the number, not the door itself.
Thanks for giving my game a try, and nice thoughtful feedback!
I love your long comment, your comment is very helpful and provides insight that I would never have thought about, for example, press "X" to open the menu by default on every RPGMaker game, so telling player about this is not even cross my mind.
Keep the comments coming if you have anything else you want to say about this game!
https://catesgamedev.itch.io/build-a-looping-route
This game is created for GMTK Game Jam 2025, for the theme "Loop"
You are tasked to build a train track that loops, but it's not that easy to map a looping track. Can you solve the puzzle and make a train go a complete loop?
𓂃 ࣪˖ ִֶָ 𓈈 🚂🚃🚃🚃🚃 𓈈 ࣪˖ ִֶָ 𓂃
Hi, everyone!
This is my second time participating in GMTK Game Jam!
Somehow, with my last time experience, I managed to mismanage my time for this game; due to various irresistible factors, I ended up with only 17 hours to complete this game from a blank project.
This is supposed to be a quick, one-and-done, simple project, and in reality, the process is much smoother than the last Game Jam I joined, which I greatly appreciated.
It's not like this game was not made without compromise; my plan for this game is to have at least 10 levels and some more special tracks.
For example, here is some that I planned:
A track that slows down and speeds up the cart.
A track that makes the cart jump
A track that can switch the cart direction
However many things I want to do, I decide to be realistic, and stop adding anything at 2 hours before the deadline, and start focusing on polishing and debugging.
And... this is the result.
There are many things I'm unable to complete, but I'm satisfied with relatively low bugs and the current status of the game.
For now, enjoy, and thanks for playing!
𓂃 ࣪˖ ִֶָ 𓈈 🚂🚃🚃🚃🚃 𓈈 ࣪˖ ִֶָ 𓂃
Finally!
Someone points out that the game takes some "out-of-the-box thinking to solve"!
After getting a review of " puzzles are trivially easy," and "it's too hard, I got stuck." I'm actually very down, since the puzzle part is the core part of the game when I'm making it.
Your reply that comes in this moment is what I appreciate the most.
Thanks for giving my game a try, and glad that you like it!
Love your more in-depth and thoughtful feedback!
I'm sure I would love to do some movement re-adjustment if I keep working on this; however, the level is designed with this movement system in mind...
Did you manage to soft lock yourself?
I thought it was at most annoying if you make a mistake, but it's impossible to soft lock with my current approach... (Since soft-lock is one of the problem I tried to prevent when making the game)
I would love to learn more if you manage to soft lock in the game.
I think it's not 4 days is short, it's just mismanagement on my part, due to various irresistible factors, I ended up with only 17 hours to complete this game from a blank project.
You can see that just under my game, and I decided to keep bringing it up every time I have the opportunity, so that I won't repeat the same mistake again QQ