Absolutely stunning work. The narrative loop is compelling, and the atmosphere is incredibly well executed, especially with the subtle audio shifts and stark visual style. I agree with others that the intro pacing could be tightened, and some in-game prompts would improve onboarding. The respawn orientation bug did catch me off guard, but it didn’t break the immersion. I really appreciated the thematic use of color and the eerie reveals. Overall, this feels like a polished slice of a larger story
fatcatmilo
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I really liked the clean simplicity of the presentation on this one. It was very very satisfying to hear the correct pattern appear on loop after solving. Nicely tutorialised. Would be nice to be able to pick up placed pieces and move them instead of just having the option to reset the entire board. Great stuff!
I love the character art for this one, it felt very fluid! The drawing mechanic reminded me of Okami (in a good way). Would be really cool to expand this with more shapes and abilities in the future, there would be a lot of potential! My main piece of feedback is that I would probably take a second look at the jumping. From the character design it looks like it's built with floaty physics in mind but it could probably be fine tuned to give the player a little more control. Great work :)
I saved the camel :) Love the aesthetic, music and sound design. The idea is good and the interpretation of the theme is neat. I think it's been said already that not being able to move around the stuff in your bag can feel like it's imposing some artificial difficulty but I get why it's there as a constraint for the game. I had enough for the flower on first loop but lacking one space. I played it again after beat it in 3 loops. I was enjoying it and wished it could go on for more! Great work.
This game has a really nice art style. The "game over" text at the end was really well written and moving - did not expect it (unexpected 5 stars for narrative). It took me a couple of rounds of playing to fully understand the gameplay but once I did I got the hang of it. It is a very good and original interpretation of the theme. I know there's some pretty good tutorial text at the beginning but I think something I would recommend for these type of games is a guided "practice" round at the start to ensure the player understands the mechanics before letting them off. But also understand that it's really hard to do that within a short game jam.
Stellar work overall :)
Hey this is a great first jam game! My one recommendation is that you should lead your first level with something that shows off your main mechanic - for me I didn't get it until I got to the level with the timed platforms, and then I was like oh - I need to plan out how each loop is going to leave me with platforms and level elements in order to proceed. And that's a cool idea!
My other recommendation is to use a non-dynamic physics based collision/rigidbody for the boxes. With realistic physics and full rotation on the z-axis they can be a little difficult to precisely move in a 2D platformer setting.
Keep up the good work!
I enjoyed this! Always love a ricochet based game and it's helped by some very charming 3D toyish graphics. Some of the levels really had me forward thinking in order to complete the loop. My only tiny criticism would be to move the continue button further from the reset button - I accidentally pressed R instead of E a few times at the start. But that doesn't detract from a super polished and charming jam game :)
Really enjoyed this - super simple to play but fun. The inclusion of a "relaxed" mode is inspired and I wish more jam games offered something like this as an alternative to a tutorial.
The use of the limited blue colour palette is a nice alternative to the usual monochrome green in this jam and suits the game.
Question - are the notes played when you move your cursor in the same key as the music?
This is a really neat concept for a game and felt incredibly frantic (in a good way). The main issue I had was that it could be a tad unforgiving - I'd recommend maybe giving the player a health bar and allowing them to take a few hits before dying. It's always a good rule of thumb to be generous in a jam game, especially at the beginning of it.
Hey thanks so much for taking the time and writing so much and such detailed feedback! This is exactly the kind of stuff we do these jams for. I'm the level designer + systems programmer for this.
I have played braid but I didn't get as far in it as the world you referenced - I'm going to have to pick it up again. I'm glad that you spotted our twist of resetting the entire level but staying in the present - it's not something I've seen before and I actually got the idea while watching Christopher Nolan's Tenet (an okay film with an interesting concept). We were very down to the wire here because we all had committments to get to 6 hours before the jam ended so we had to finish up early - I had so many more ideas I wanted to implement, as well as a few additional mechanics. Hopefully will get to an extended edition after the jam!
On the timer - it's a lazy way of ensuring the player doesn't just stand in a corner for ages and then solve puzzles solo, ensuring that the past-self is always a threat. But the more I play it, the more I realise that you can bake this into the designs of the puzzles to ensure this happens anyway. So yeah I think I'm with you on that, it belongs on the cutting room floor.
Thanks again for playing and leaving such great feedback, stay in touch!
Hey thanks for lettin us know. Yeah unfortunately this is a WebGL issue in some browsers. We've put red text in above to warn people about it! Thankfully it doesn't stop you from playing throught the game as intended :)
Post jam we'll definitely look into trying to get WebGL to behave a bit better on this, will probably require some refactoring.
Hey thanks for your reply! The main issue with the sword attack is actually the way the WebGL player calculates time - it's a bit slower than the editor and OS builds. Getting this right in jam time would have meant repeatedly building the WebGL version of the game (which in itself is slow) while tweaking values until it felt "right". Definitely something we'll look into in the final version though once we've got the time to do this. Until then, I'd recommend taking the cartridge out, blowing away any dust and then reinserting it into the gameboy before trying again.







