Very clever to make it so that the archer is likely the only one you can afford at the beginning, with the archer being the most dangerous to yourself in future runs!
DAMO238
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I really enjoyed the last level specifically, as it made you use your ghost for multiple things throughout, whereas the previous levels were less involved. I think the game would greatly benefit from an undo button if it were to become a fully fledged game, to alleviate the times where one misplaced ghost means you need to restart the entire level.
I really liked the mechanic of seeing the new abilities from your opponent and then being able to use them next run yourself while your opponent gets even more stuff. The first run I thought was completely unfair but then it clicked on the second run. I think some more explanation of mechanics and/or tooltips for the abilities would help with the understanding of mechanics. Great work!
Thanks for the detailed feedback! Random stones could definitely be an interesting addition, maybe as a harder game mode. I used Godot's Timer node for the movement, but perhaps syncing to physics would have made it smoother. I think prematurely changing the sprite for the head is a great idea and I will probably implement that after the jam. Thanks again!
I won with 80 loops (although I wasted the first two as I wasn't looking at the screen at the time)! Cool game that allows for so much unbridled chaos! It was fun thinking about how my early loops were not really helping much in the end game because they are not aiming at the boss. I am sure there is an optimal solution in there somewhere but it would take a lot of theory crafting to figure it out. To improve it further, maybe add some more interactions with your past selves?
Out of all the time loop games I have played so far, this is my favourite! The idea that you need to kill your past selves to win adds a much needed twist to the time loop platformer. To improve it further, I would consider adding death animations to make the attacks feel more impactful. Great work!
I think you did a great job of balancing the towers and the difficulty was the perfect challenge (at least for me). I found a use for every tower (although I probably didn't *need* the scythe to win). Only criticism is that the text is quite small and some of the popups are translucent, making it even harder to read. Overall, I really enjoyed your game. Well done!
An interesting take on tower defence. If you were to take it further perhaps consider having different types or carriage that take a different amount of orbs to craft with different effects and/or more tower variety. I particularly liked that the enemies used the same towers that you did and the rebuilding of the locomotive when it gets destroyed to stay in the game.
There is definitely something there, but it needs a bit more polish. The art style is great and the idea of the endless war is fun, however the game quickly becomes softlocked when your opponent can't send any more people at you due to the wall of your (free) units. The introduction of a resource/economy system would probably alleviate most of this if you wanted to continue development after the jam.
Pass on my thanks to the State of Gordania for bringing us this historically accurate game! I liked the optimisation problem and the fact that the first level was simple enough to prove that you couldn't hit everything meant that you didn't spend too long in the later levels trying to get the perfect loop because you have been trained to not expect it to exist. Only improvement would be to make the menus a little clearer to see what is going on.
Once I understood how the triggers worked, I found the concept of the anomaly detection game fun, however I found the anomalies too obvious and did not pose much of a challenge. If you decide to take this idea further, and I think the foundations are solid to do so, I would recommend putting in some more subtle changes that require an eagle eye to spot. Great work!
What a sadistic little game! It felt like I was learning to type again. I particularly liked the upgrade system where you could freeze common keys in place among other things. A point of improvement would probably make it so that you can slowly replenish your mistakes if you keep getting it right for an extended period.
