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Diptoman

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A member registered Feb 15, 2014 · View creator page →

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Love how Balatro spawned so many "old game but roguelike" hahah - and this has so much content for a jam (it is overwhelming). Good stuff, enjoyed it!

Lovely game!There's a lot of scope for expanding this as well - such as perhaps some "compulsory" loops you must go through etc. - but it's very well made for a jam and I enjoyed it.

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Yeah that was suggested by a couple folks, and would have been way better in this context. Some of this suffered from a "should we make this a puzzle game vs a simulation" discussion too - whereas with a puzzle, you solve a specific thing with a specific amount of resources - and don't care about automation. We kinda landed midway and didn't do either with time lol. Thank you for playing!

There's a bit too many mechanics involved in this, which feels like it's there for the sake of being there. A general principle of design is a "Why? What? How?" question (Why are we designing this? What does this do? How will this be made?) and it seems like you focused on the 2 latter rather than the first "Why?". The elemental mechanics wasn't adding anything (in its current form, it can add depth layers in combination with others). But since I could place things on each row only for a short amount and that was limited, those mechanics were confusing more than helping.

Otherwise, good artwork, and definitely a good attempt! Just wish it tried to find the fun with a smaller core before layering on mechanics (I have been guilty of this many times myself), but you'll learn that anyway with successive game jams!

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That difficulty spike on level 3 is insane, hahah. One of the better "use your past loop to progress" games (I attribute that to how smooth and fast the loops keep getting added - there's no friction with gameplay there), and the art is cute! I enjoyed it. The platforming could be better (specially since it does require precision platforming with so many loops) and I kept wishing I could kill my older loops somehow (bonk on them), but it's good stuff for a jam.

Perhaps there could be some positive reinforcement if you did make a loop in case players could change directions. Like completing a loop gives some sort of a bonus (power-ups). :)

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Amazing feedback loops, hahah. Took a little while to understand, but dang did those visuals kept me wanting to figure it out eventually lol. It does get busy though, so a more obvious hit indication somehow would've helped. But enjoyed my time with it!

Very well made roguelite puzzler. Felt great building and watching the trains go. I didn't understand why I'd ever want to remove a wagon? And I was flush with cash mid-game (so balance issues, but that is expected in jams), but the experience otherwise is very fun and polished, well done!

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Really cool entry. I got a bunch of legendaries which took up most of the space early on and pretty much became OP instantly waltzing through things. I couldn't figure out how to remove old placements though so my placement area was full and I couldn't progress without picking an instrument, but I had no space. But very nice concept, really enjoyed it.

Hahah yeah there's ways to expand on this - functions would be a neat way. I had a foreach loop going too, but that didn't get in due to edge cases. Buying these from the market added some roguelike progression elements to it. And re: elements staying in the loop you're right, a friend suggested that same thing after playing - makes more sense now in hindsight. 

Thank you! A colleague suggested that it might be better to not have the numbers decrease from inventory and when you drag into the loop, but instead throw an error if there aren't any remaining to perform an action on. That way the same logic can stay on the board and be automated till you run out of resources. That's one way to approach this (if it was expanded).

Clucking was supposed to be pretty important but the lack of balance (since it's very easy to kind of upgrade the processor and never worry about clucks being a restriction) took away its importance mostly hahah. Generating clucks within loops would give extra resources for actions further down the line, but at 1 action/space cost. The roosters generate more clucks than the chickens.

Thank you for the kind words!

Got to day 31, just needed my dude to hatch a turn earlier ;_;

The theming is a bit weak re: loop, but man it's such a well designed game otherwise. If I had to nitpick, the UI popups after every action gets very repetative very quickly and while I understand that's there for FTUE it should either go away or just have it as a popup (or tooltip or something) - since the feed actions are repeated all the time.

But otherwise I had a blast with this. Some of the races were so close too, very well designed.

The feel and retro vibes are great, but the difficulty spike is very sudden. Can be overcome with permanent upgrades, but very jarring initially. Great stuff otherwise, I liked it.

Oh, I meant the latter. In general.

And yeah - "Geometry of the Mind" was the game. Same concept, plays very different. Both great stuff!

I kept laughing the whole way! Love it. Wife can testify to the audible "what the f-" I spouted at the random capybara. 5 stars all across.

Fantastic game! Just needed a bit more juice with the dialogue menu presses and player feedback and it would've been perfect in execution. Great idea, gets very hectic, but there is a great flow to it. Definitely could be a full game.

Very cool concept. I personally don't think you needed that dialogue choosing option at the beginning hehe, didn't add much, probably time better spent on gameplay/balancing. But the concept is very cool - there's another game on a similar concept I've seen in this jam but that one was a "meditative" experience while this is very very frantic! The ink worked great visually as well, and while it took me a while to get used the mouse controls, it worked very well after it hit!

Just some gamefeel - like the player tweening its scale (let's say for simplicity, just expanding and contracting quickly) when you press the sonar button - gives that instant feedback, whereas in here - it's just a circle that spawns, which doesn't have that visual impact alone. The circle expansion speed can lerp to a diff value as well so it's slower at the start. Just a combination of things to add to "oomph" as you say.

This gives off big Towerfall vibes with how the fights are and the looped level! The animations feel pretty satisfying too - one complaint I have is with the jumping and collision - they feel floaty, and nailing that is essential for platformers. But this is a good base to build off, plenty can be added. Good stuff!

I liked woobing - I think if you added some more feedback to that action (some tweening) that would've felt better. Good submission otherwise, that "safe spot" at the beginning was a good idea for a breather as well.

The patterns changing were very cool - I did not expect that when I started, and that made it a much more complete game. I wonder how this could play if we weren't playing with a mouse - but maybe a specific keypress for every color. The mouse click would often devolve into how fast we could drag the mouse into the next slot to click for me, rather than focus on just the timing as you would with a key press. But I enjoyed it otherwise for what it is, good stuff!

Fantastic game! Bit confusing at first, but after it "clicked" (mainly because I couldn't figure out how to rotate belt tiles earlier on), it was smooth sailing. Great base to build off, lots of elements could be added ot this. Good stuff!

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Pretty fun! Reminded me of Webbed in some ways, but the physics work very ddifferently here. The wrangling in a loop is a very neat concept, and creative use of the theme. Art felt a bit inconsistent at times, but the gameplay and core is fun and a very good base to build off. Good work!

Relatively simple concept that works with the loop theming but the whole game feel is on point! Player feedback felt so good! I liked the fact that the pickups - which you need to pick anyway - had dual functionality. Speeds you up but also becomes harder to navigate. Always good design like that. Great entry!

This spirals outta control so easily, not the most balanced but it's a jam and I love it! The aesthetics and feel were on point till you have enough loops and now it's too trippy lol. Good stuff, very creative use of theme.

I think I got lucky with 2 fastest cars alive at the very beginning and it was a breeze after that lol. Probably the most time I spent in a jam game too so far, very very fun and addicting - and such great game feel with simple, consistent graphics and the right amount of juice!

Loop #159 reporting. What a fantastic game at every level - from the idea to execution. My favorite in the jam so far, cannot believe you pulled this off in this time span!

Once you figure out the mechanics, the game is very easy though. I got Loop Dogg status pretty early, and then waited for a looong time for it to fail a bunch of times. Some additional progressive mechanics might have helped. Very creative take on the theme though, enjoyed it!

I enjoyed this a lot. I would've preferred the game being sped up a wee bit, felt a bit slow. But the visual/audio combination was on point! Only thing I didn't understand was how it picked the enemy number for the next loop - some loops were much more easier than the ones preceding. But good stuff!

Hahah, thank you! The golden goose occasionally hatches from a normal fertilized egg (pretty high chance actually, like 1 in 15) so you just needed to make some fertile eggs first!

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What would've happened at the end? I got stuck with collision bugs with both my tries :\ (that ladder is bugged!). Good attempt! I didn't hear any audio, but some feedback would've helped there! Even if a few, should try to get some visual or audio feedback in.

This is such a briliant game! (Please change that banner - put a screenshot in its place, don't hide that amazing art!) Loved the creative approach, and the game essentially teaches itself through gameplay!

Charming game! The aesthetics were great, there was a "fuzzy" vibe coming out of it. I think though the game would've greatly benefitted from just being sped up a lot. There is a lot of downtime and waiting going on otherwise with how slowly it starts off. Enjoyed my time with it otherwise!

Thank you for the detailed review! There's no timing element here, and that dragging 30% of the time is very odd - not sure what's up with that (do not see on my end either). Maybe the web version is screwing up there somehow - I can upload a ZIP version later once it's allowed to upload again if still interested! But thank you for the very kind words (Pranjal will be happy to see the art comment!)! 

We wanted some FTUE and handholding generally - specially with objectives to guide the initial bits (as well as create win conditions), but didn't have time so just decided to put everything in tooltips - was the cheaper solution. 

I lost because I got to a negative speed with the conveyor belt (that -120% conveyor speed 3 times in a row!), they reversed all the baggage and then eventually stopped at 0 lol and things got stuck. XD Very addictive game otherwise, solid loop. One thing I'd suggest is perhaps some gameplay inbetween the wait - some way to affect the world, even if visually would be nice. Great stuff, one of my favorites!

Fun game and neat use of theme! I was stuck in that third room till I read your reply to that same question a couple comments down - that probably could've been more explicit with the messaging in game. The bodies also had that bouncy feeling to them which felt very nice and worked well into the game feel. Good stuff!

I only became aware of this meme after seeing one on it the third time hahah. Fun little physics based game, would've actually enjoyed it more without the timer as just a more zen experience.

Game feel is great, though I felt some way to speed up animations would be nice. The loop theming feels a bit forced in though. The game itself was fun to play otherwise, I enjoyed my time with it!

I spent a good chunk of time on this, hahah. The player collision could be a bit more forgiving, and the game needed some juice to drive home the feel better (some camera shake on hit, some tweening feedback as well), but the core mechanic itself was very fun. Timing the recall and creating those combos trying to encircle enemies within was brilliant!

The art (the banner more so) needed a bit more work (and consistency) - which is a shame because the game is one of the better "use a ghost mode thing to solve a challenge" games I've played. Another suggestion would be to let folks directly replay a specific loop more easily - experience wise. But there's lots of scope to build on top of this core, and play with time mechanics as well. Good stuff!