Pretty fun game with wacky visuals. Especially liked the pulling-yourself-to-the-animal-feature. If more SFX would be added for additional feedback this would feel really good to play. Too many animals on the level for a first level. I'd prefer to be onboarded with fewer animals to get to learn the mechanics and then have some progression by introducing new animals.
EcksDee89
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Lil lack luster on the theme. The world being a loop is only really told to the player, and not letting the player experience it. Narrative felt a bit forced into the game, as if it's there just to fill in that checkmark. Otherwise feels good to roll around as a ball. But with no friction and lackluster boost it felt a bit awkward.
Very cool mechanic and enjoyable music and sound (besides the loud laser). It's unfortunate that your tiles gets reset after your attempts. Would've loved to have them saved so that you can fine tune your movement. Pacing was a bit steep on level 3 when trying to introduce jumping. Could've skipped the blocking suitcases to teach the player the jumping in a calmer environment.
Wanted to do similar mechanic in similar way for my jam but never managed to pull it off. So I'm happy to see someone executed this in a neat way :D Took some runs to get into the groove. Sometimes a bit unresponsive and janky to complete a loop, but at least nice that you can continue to hold down mouse after a loops is completed so you can continue drawing after executing your damage.
Game I worked on can be found here for Review 4 Review https://loopypeople.itch.io/loopy-pirate
Really awesome game! One of the few that I played from start to finish. Fleshed out with good level design. Although I encountered and can see some parts where you don't even need to press some of the big buttons to progress. Which isn't necessarily an issue.
The only issue I had was with the camera at some parts where it was behind objects. Some sort of dithering see through would make this a non issue.
Super cute/10
Nice and floaty. Early game is harder since more enemies spawn than there are memories. Later in the game it doesn't harm much for sacrificing some memories for the sake of progressing the levels, since the enemies also die while eating it up.
Sometimes the memories spawn super close to the border of the arena, making it impossible to guard it from enemies spawning on the same vicinity as the memory is spawned.
Totally valid points, they are noted. I do believe the hit registration issue you have is because of your low framerate yes, since the collision check is activated when attacking and is checking each frame/tick. So it might've been skipping some areas for you.
And as you say, the first thing we'd fix is the progression of enemies spawned. It ended up being a last minute addition and we didn't have time to add extra logic to that. Instead crossing fingers that it wouldn't get TOO overwhelming in the early game ^^
Neat little game! Would've loved some additional progression since it's become stale being up against the 4 enemies. Love the fun and goofiness of upgrading the health so it goes off screen :D
Music and SFX is on point and was the main reason I sat through up to Core level 8. Then I got distracted and my core died.
Cool concept with nice narrative that carried. Astronaut mini game is cool on paper, but suffers a bit from being a bit drawn out with it's back and forth. Or a good way to abuse the death to get more dialogue from the narrator as well as using death travel ;)
The 2D mini game has nice platforming ideas, but with sometimes weird collision it gets quite punishing dying to unfair moments. Love the easter egg though! But didn't find a use of it before giving up.




