Very creepy, I think you nailed the tone. However, the things you say you've had on your mind lately... You alright bud?
DBordeleau
Creator of
Recent community posts
Nice work, this is very impressive for a jam timeline in my opinion. The game is definitely hard, but I think given how little time we had to playtest you did a good job balancing. There are a lot of small details here that just make the game more fun to play. I think you did a great job managing your time.
The core idea is interesting for the jam theme, but the loops are quite short and you cannot really do much other than spam click to mine and purchase upgrades. Because of how little you can see of the scene from the top, there isn't even really any strategy in picking where you start digging down. I think if you had a little more time to iterate on the idea it could be fun to play!
Lots of fun! I think the idea is executed really well, and the game is charming. I like the pace at which the difficulty scales and I think you did a great job with your audio! If you're looking for any notes, I think the track visuals need to be modified slightly. Either to be less transparent, or to have an outline or more noise in their texture to make the road just a little easier to see.
Great job! One of the most fun loop racers I have tried in this jam
Ah dang. I thought the viewport was adaptive and would resize in fullscreen on smaller displays. I tested in on my M2 but that was about it. Sorry to hear. If you have a chance can you shoot me a screenshot of what it looks like in fullscreen on your display? I will try to fix it on my local build just so I know how for future entries.
I had no idea what I was doing for a bit, but once I figured it out I had some fun though I think I'm still a bit confused about what I'm supposed to be doing when the bot is in the actual battle area. The presentation is really impressive, placing things on the grid feels satisfying and responsive. I dont think I could make a prototype that looks and feels this good in 4 months let alone 4 days. Fantastic work
This is one of my favourite games I've played in the jam. The fact that you made this in 3 days in really impressive and I love the way you managed to iterate on the idea and make what is essentially just pressing the same key over and over again engaging while still making it feel mundane like intended.
Probably my favourite concept for this theme and you nailed the execution.
I really like the presentation and once you figure it out, I think it's pretty fun! I wish there was a little more guidance when the game first begins though. It would also be nice to have more time to read the upgrades as some of them are quite lengthy! Overall I think this is definitely worth continuing to work on after this jam, I could see a lot of people being interested in something like this with a bit more time to polish
The concept is really interesting and I think with more time to iterate and test this could be something really special.
Here are some notes for your testing:
- It seems that once you miss a beat in a given node you need to wait for the loop to fully reset to the first beat before you can resume trying to time your inputs. Why is it this way? It just feels a bit bad when you're actually playing, and I think the game would be more engaging/fluid to play if you could start trying to recover immediately.
- The animation that plays when a planet grips you into its orbit is quite awkward. It's very fast and feels a bit jittery. It's quite jarring compared to the rest of the smooth animations and movement. The game feels really nice during the smoother movement, like when the arrow is flying through the scene or entering the portal. Or even in the intro animation when the game starts. This one animation feels out of place compared to the others.
I played through multiple game overs because I was having fun, which is a massive win for a jam timeline I think. The inertia you have while jumping/how floaty the character is takes some time to get used to but once I adjusted I really did think it felt good. I like the humorous deadpan presentation and the particles effects (you should let me enjoy my confetti particles for half a second longer before loading the next scene).
I'll definitely be checking out A Wicked Game.
Really interesting core mechanic, I think what you accomplished on a jam timeline is really impressive. Once the armored enemies come out and you need to throw TNT at them the fun started to click for me. I bet you could make something really interesting with even more time to iterate. I think the art is super cute too!
A note for your testing: Pressing the volume down key on my keyboard causes the character to move left, volume up makes them move right.
