It's completely hilarious and I love it, the movement is genuinely unique. But I wish you didn't make it this difficult, especially hitting the small corridors is quite hard and since you can't change direction in air, it's also tedious to try repeatedly.
Clueless Capybara
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Brilliant concept, well done :D
Level 10 took a few more attempts than the others, but I think that's fine as the rest was pretty well balanced I think ^^
The only small issue I had was the level results, sometimes I got the "All Toppings" and "On Time" when I shouldn't have, and sometimes I didn't get them when I should.
Happy you liked it, and thanks for the feedback :)
You're completely right that the controls aren't great, I definitely underestimated the time it takes to come up with and implement an intuitive control scheme.
Also, I'm so happy you liked the music! I rarely really compose anything and it's something I'd like to work on, so it means a lot.
Thanks :)
I know the controls are far from intuitive, but even so I spent more time on that than on anything else I think, it used to be far worse. But unfortunately I just didn't have as much time as one should spent on an event this serious and important ^^
As for the rating, I initially wanted the crowd to give some reactions to what you do to give you some feedback. I agree that this is something that should be improved, though on the other hand I never intended the rating to be the focus of the game. At one point I almost replaced it with an RNG.
Cute and fun :)
Others have already mentioned that the lives feel kind of punishing and unnecessary, and I have to agree. In fact, you might want to go a step further: let players skip to whatever checkpoint they want, or have separate small levels instead of one level with checkpoints. That way people can just try out all there is to the game without getting stuck. (I've made that exact mistake before as well though, and I know getting the same feedback again and again can be a bit frustrating, so, sorry for that)
The controls can feel a little floaty, but I suppose that's only fitting for a guinea pig in a ball. Also, I played using the touchpad of my laptop, so I suppose that made it a bit more difficult, and especially scrolling didn't work that great. Perhaps the mouse actions could have been assigned to the keyboard as well, but that is of course personal preference.
Simple but cool idea, kind of like Tetris itself. It also looks pretty polished in terms of graphics and UI.
Some other random thoughts on the game: I think it would be interesting to have the pieces appear at different locations, but that may also just be confusing. Also, I think the pieces that appear are mirrored compared to how they look in the queue, which is a bit confusing. The music is rather repetitive after a while, though the sound effects are really nice.
These are just minor things though, I really enjoyed the game :)
Definitely a unique take on the theme, and a relatable title for the game ^^
I found it a little counterintuitive that aiming also stops you from moving with the platforms. Once I realized that, I found myself just starting aiming immediately after each move so I wouldn't get pushed off the platforms. As others already mentioned, it would also be nice to have a little more control, for example separately controlling angle and charge. This could also help so you don't have to wait for the perfect move.
Great to hear that you are committed to learning and improving the game!
I know it's hard to design good puzzles, especially in a short amount of time. Understanding how a player will approach a level, providing enough options in a level so they don't just stumble into the solution, but also not overwhelming them, while knowing the solution yourself, is really difficult. I think playtesting (by other people, not just yourself) is also even more important than with other genres.
By the way, we made something similar but not (intended) as a puzzle game. We would also love some more feedback, so feel free to check it out :)
The rewinding is an interesting mechanic, and I like the twist of a changing environment/gravity within a single level.
The puzzle design didn't really work for me though. I finished most levels by just doing the one thing possible, and rarely hit a moment were I really needed to "solve" a level. I really liked the one where you had to place a clone that's pushed through three doors that you then open one by one, because it wasn't just about placing a clone on the next available button.
I think the game also needs a way of showing how the buttons are connected. Without that, it's even harder to plan/solve a level, and even more a case of randomly trying things. I had to stop on a level where I had 4 clones and 7 buttons and couldn't figure out which ones to press. A related issue is the camera, I think seeing the whole level at once would really help so you can plan your moves.
The controls feel a bit robotic because of the instant movement and the jumps are a little floaty, but overall I think it is fine.
I like the art style and sounds, and the rewinding animation is great.
I also like how you integrated the tutorial into the game.
I think the UI should show the current gravity in addition to the next one just for clarity.
It's an impressive game considering how late you decided on it!
Regarding 2D, there are great assets just like for 3D. Having an artist on your team is great of course, but you can make great stuff with free assets as well. Or you can go with some minimalist style to create something decent yourself. But of course, it's totally fine to just go with whatever you want :)
But why do I have to kill the kittens? :(
I think the basic mechanics are solid, but it needs polish. For example, it took me a while to figure out I can upgrade my buildings, and then the upgraded versions and their effects are not clearly visible.
The loop theme didn't really work for me because I got to the end on the first run, but otherwise, I don't think I would remember or really consider too much of the timeline of events. I do like the concept though. I think I would consider some changes to the events: make them more impactful, so it's worth remembering them, and maybe provide some way to gradually save some of the timeline as a kind of reward so the player doesn't have to keep track of every single event.
The graphics don't really match, there's different scales of pixel art and then the hand-drawn parts, although individually I think it's fine.
So, here's how it went for me: first time, I accidentally hit Ctrl+W and closed the tab while in the town, so I had to restart. I got through the horror part, but managed to walk past the staircase back up and fell off the floor of the world, so I started again. I hit a wall telling me I shouldn't be here and may have to restart, but that was fixed by going back for a bit. Then I stumbled through the wall in the final room without checking out the submit button, so I went through the whole game another time. I literally played in a loop, in a game that's all about being in a loop of developing a game. And then, at the end, the game just loops back to the start.
What can I say, you nailed the theme in the most meta, fourth-wall-breaking way possible.
On a more serious note, a suggestion for next time: try finding an interesting gameplay mechanic first, and then worry about the theming. Also, 2D may be the easier start.
Oh and I read the pause menu of course. And the sign in the first room that said "Attempt: 3" when I got back there at the end.
Anyways, congratulations on your first game jam!
I have to agree with the other comments, great visuals and sounds :D
As for the gameplay, I like the looping mechanic and I think it works well in the beginning. However, at some point the way back becomes a bit tedious. I think a level layout with more shortcuts or generally shorter paths would help. It can also be a bit frustrating when you don't see far enough, especially the moving platforms leaving the window so you don't really know when to jump/dash.
I couldn't complete the game because the boss (I think?) killed me before I could react, and when teleporting there again, I got killed instantly, probably because I spawned on top of it.
Overall I really enjoyed the game though :)
Thanks for playing, I'm glad you still enjoyed it :)
You can get in the way of your clone and throw him of his path. This was intentional because we intended to have situations where you could do this on purpose, but I have to agree it turned out annoying more often than it was interesting. We'll definitely do more playtesting next time.
This is a super clever concept, but it took some time to understand what is going on. I feel like it needs a clearer way of showing the state of the level, for example which exits are currently connected. I would also suggest to give the player more time to get used to a mechanic. The first two levels already introduce multiple ways to twist the level, which to me felt a bit overwhelming and confusing. Though I do know how hard it is to create good levels in such a short time span, especially for a puzzle game.
The character feels nice to control. I also liked the art and sound (even though the tutorial graphics seem a bit out of place). It all looks and feels pretty polished overall!
This is certainly one of my favorites so far! An impressive amount of content, a hilarious story, and just fun to play :D
I also really like how it's pretty well balanced, and the mechanics are forgiving, for example you don't get spotted instantly when entering vision and you don't have to replay the whole level if you do get spotted.
Thanks a lot, these are all great suggestions! We actually wanted some randomization but didn't get to implement it. As for the soundtrack, this is the first one I've ever done for anything, but I really enjoyed creating it so I'm very thankful for any honest feedback :)
And yes, barely hitting a wall with an attack and dying isn't much fun, but we ran out of time.
Cool concept and even optional collectibles, I like it :)
The movement doesn't feel great however, specifically the time it takes to get your character to move, and how the jump height is inconsistent. You can't jump as high while moving towards a wall, and you jump higher if you just landed after hitting the ceiling (and you actually need to do that to get away from the diamond in level 2).
We made a platformer as well, but with a loop in time instead of space, maybe give it a try :)
Great game overall, the sound and graphics are awesome and the build up in each round just feels nice!
I think some patterns with variable beats could be an interesting addition, like Kick->Anything->Snare, so you can combine your patterns in more interesting ways. Or maybe patterns like "Have a Snare at the same time as a Kick" to make a connection between the layers. But it's already great the way it is!


