Short, but quite fun and there were some interesting puzzles, trying to find the timings and where to aim. I think the only feedback I have is just that I wanted more levels and mechanics. Great job!
Fisherman23
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I feel like you've got a lot of potential here, the idea of leaving a trail to make your future runs more difficult is really interesting. I found that the interval between the bullets being created was a bit too short, and instead of it becoming a bullet hell they were just too close together to the point where the only way to get through was to simply damage boost. With some extra types of bullet shooters I think you could have a really interesting bullet hell game, great work!
I managed to get 2 of the 3 secret disks, but I just couldn't figure out the Aerial disk, I'm pretty sure it has something to do with the Anomalies, I tried copying their movement, but I just couldn't figure it out. Overall, it was a fun experience, I found the final boss fight a bit annoying and tedious, but the eye puzzle was fun to try to figure out. I managed to find a bug where if you jump right below the edge of a wall you just transcend up the wall, and I think I cheesed the "break the force grounding you to this world" disk. I've never played Tunic myself, but this is making me intrigued, well done and good luck in the jam!
Thank you for taking the time to play through, it's really interesting to see how people react to that room, as we found people either got it instantly as soon as the door opens, or it takes them awhile. It was initially included as we wanted some mechanics where you lure guards away from doors, so that was meant as a teaching thing, but unfortunately we weren't able to do fit it in. If you don't mind me asking, how far did you get along, as most of our playtesters finished or got close to finishing it, but I'm curious if that was only because we were watching them.
It's a pretty simple base concept, but I could totally see the potential in here for something more, add in some extra mechanics over time and other things you have to manage while doing everything else and you could totally have a chaotic experience going where you're running around trying to fix one thing while another's breaking. For the limited time you had this is really interesting. Great work! (And Blender 3.5, really? We're on 4.5! (That was joke, not sure how well that came across in writing)).
13 RIDES! New record??? (Managed to get 2 Hype Trains in this run)
I came back after playing To the Heights last year, and boy, I was not disappointed! I don't know what it is that makes this game so incredibly addicting, but it is, fabulous job! I've got lots of feedback, but only because you did such a great job of this.
- First things first, Hype Train, waaaaaaaay too overpowered. This upgrade was just too overpowered, completely overshadowing anything that any other upgrade could do. While I like the concept of increasing the amount of passengers farther along the track, this definitely needs some tweaking to get right.
- Secondly, as others have mentioned, the scaling and map randomness definitely needs some tweaking, there were quite a few layouts that I got where ride 3/4 was just simply impossible no matter what I had done, and while that isn't necessarily bad for a rogue-lite, I don't think it should be quite as early as the third ride.
- Some clarification on how passenger multipliers work would be really nice, as although I'm pretty sure they only apply to the train stations you go to after you get the multiplier and not how many passengers you currently have, I never felt quite certain about this (8 could possibly help with this though).
- Similarly to 3, I never did figure out what the difference between the passenger multiplier that Nice Views gives and the "base station multiplier" that Popular Destination gives (can't remember if that's the right name). Some kind of clarification between the two would be very helpful (8 could also help with this though).
- I saw Varii mention that Railroad Workers wasn't very useful, and although later on it isn't important, I actually found that early on it could be helpful if you got train stations that spawned super far away. Additionally, I think that if the mountain, lake, and town bonuses were buffed a little Railroad Workers would actually become super important by extension.
- As Varii also pointed out, the mountain, town, and lake bonuses were really interesting and should totally be expanded on.
- Some way to view the current upgrades that you have would be very nice, as there were a couple times where I couldn't remember everything that I had, or where I wanted to check the exact wording of an upgrade.
- Similarly to 7, some way to view the active passenger bonuses during a run so that you could see exactly what is helping you the most, or if you just got a new upgrade, the impact that that upgrade is having on your passengers. I've got a proof of concept of what this could look like below.
- I encountered a weird issue where as you get into later rides, when you try to build or destroy tracks near the left and upper borders the tracks would actually be placed either to right of where your cursor was or below it (seems like a floating point issue, not 100% sure though).
- Finally, just more stuff! As I said earlier, this game was quite addicting, and I think just more upgrades or features could totally make it more exciting. I've got a couple ideas down below:
- A different train station that instead of giving you passengers, multiplies the existing passengers on your train by a certain amount. This would add a lot of strategy as ideally you'd like to go to this station as late as possible, but you can't always do that with the tracks you have.
- An upgrade that gives you a 2 portals to place down which link to each other, allowing the train to go in one and come out the other. On paper this seems really powerful, but I don't think it'd be too overpowered, as most of the time when you want to go from one end of the map to the other you pass lots of train stations along the way, and you wouldn't be able to that with this.
- An upgrade that, in exchange for some other benefit, separates the straight and curved tracks that you have, adding more strategy to the track layout that you do.
- An upgrade which reduces the bonuses from mountains, towns, and lakes, but allows you to claim the bonus multiple times if you pass it multiple times. This would add more strategy to track design, as ideally you'd like to pass the same points of interest multiple times.
Proof of concept for 8:
Overall fantastic job, it was highly addicting and I cannot wait to see what you come up with next year!
It's definitely a bit buggy, but for being made in Scratch in a single day this is honestly really impressive! Although the mic quality wasn't great, the voice acting was absolutely hilarious to listen to. My advice would be to learn an engine like Godot or Unity, but I've also seen some really impressive things done with Scratch as well, so do whatever works best for you. Keep at it!
In regards to 2, I definitely started playing around that after realised it, and it totally added to the strategy, adding yet another thing to work around. Maybe the number of people that require a building could be halved if you haven't placed that building down yet, that way it still punishes you for not planning ahead, but it isn't quite as brutal as it currently is. I totally agree that it should be kept in some regard though.
The idea of not being able to move while you're shooting is really interesting, and I enjoyed the music too. I'm assuming this is your first game jam, so keep it up and keep trying, being able to say you've submitted anything at all is an accomplishment in and of itself, just keep messing around with Godot and making games and eventually you'll get better! In terms of feedback on the game itself, it would be nice if it automatically reset when you died instead of having to close and reopen the game (you can do get_tree().change_scene_to_file("res://YOUR_MAIN_SCENE") or get_tree().reload_current_scene() depending on your scene structure to do this). Game jams like this are great for messing around and learning because you don't have to worry about making your projects in a maintainable fashion (I've got all of ONE code comment in my submission, something you should NOT do for a long-term game). Whatever you do, keep at it and don't get discouraged! Keep at it!
Möbius strips actually came up during our brainstorming, but we couldn't think of anything interesting with them, but not only have you played on the loop part of a Möbius loop, but you've also played on the strip part of a Möbius strip! Absolutely genius! The gameplay itself is also really clever, trying to figure out how exactly to position everything to satisfy as many people as possible. In regards to feedback, there's only a couple things I have to say, everything else was absolutely wonderful. Firstly, the scrolling in the guests menu was really, really slow for me (although I know scrolling behaviour can vary wildly between devices), but it made it practically impossible for me to see anything other than the first 6 guests. The other thing is, similar to what someone else said, there was one time where I bought something right before I leveled up, so I couldn't afford the new building, and because most of my new guests wanted to use that building I ended up just having to wait while money very slowly came in. The only other thing, and it didn't end up being a problem at all, just leaving me a little confused, is that I'm not sure what upgrading buildings does. I'm assuming it just increases the money earned from them, but maybe something saying what the benefits are could be helpful. Overall an amazing submission, and lots of fun to play through. Best of luck in the jam and your future endeavours!
I think this might just be the most amusing interpretation of "Loop" that I've seen yet, I definitely chuckled a little when I read the premise. I think the biggest thing that the game needs is simply more content, but what you have here looks really promising, especially tossing the coin to distract guards. Looking at your profiles I'm assuming this is your first game jam, and if so, you should be really proud of what you managed to do! This is way better than my first jam submission, just keep at it and you'll get better. Best of luck in this jam and any future ones you participate in! (And yeah, overscoping is totally real)
Absolutely great puzzle mechanic, and the puzzles themselves all made really interesting use of it. I think you could really expand it with some other traditional puzzle elements such as pushing boxes or buttons you have to step on part way through, or if you want to get really interesting maybe you could add something that modifies your moves. My only critique is that some of the puzzles definitely felt easier than others despite appearing later on in the game, but that's the criticism I have. As others have said, add some more levels and more mechanics and you could totally have yourself a full blown game here. Great work and best of luck!
I've never played Keep Talking and Nobody Explodes myself, but I have seen gameplay of it and this definitely feels similar to it. As others have said, it would definitely be nice if the difficulty slowly ramped up over time, as the manual is really confusing at first, but at the same time it's also part of the fun and chaos behind it, so if you do do this please try not to lose that aspect. Overall it was lots of fun, thanks for making it and best of luck in the jam!
I love the charm and aesthetic behind the game, and reading the different files definitely gave me a chuckle. Overall, the gameplay seems like it could get really interesting, strategising what to do with each person, but it currently feels way too difficult and luck dependant. I think maybe having 3 people per turn and the ability to view the other files in each turn would make the game a little less luck dependant. Aside from the issues with luck, it was quite fun to play, good luck in the jam!
Original Comment:
This looks really fun, but I can't figure out how to leave any menus such as the information for the people or the computer. I'd love to play more but I'm not sure how to proceed.
I liked the ideas behind the enemies, and I think they could be really interesting with a bit more refinement. I found there was a bug where I wasn't always able to go through the yellow walls if I was attempting to go through horizontally, so that made some of the levels a bit trickier. Overall I think the biggest piece of feedback I have is on the shooter sprite, because when I first saw it I thought it shot from the other side and I was confused why it wasn't working, so a bit more of a distinction on which side it shoots from would be great. Overall it seems like a neat idea and I'm curious what the full game will be.
This was an absolute blast to play through, and I loved the messages along the way. When I first started the "OH" moment I had when I realized that the blocks have gravity was spectacular, and the future puzzle of fitting your limited building blocks together in order to reach higher and higher was lots of fun. Just thought I'd give some design ideas if you decide to expand on this game in the future.
First of all, I think the existence of the floating blocks that you can place is somewhat detrimental overall. At least for me, one of the most fun parts was trying to find a way to continue building upwards despite my tower getting continually more unstable, and whenever I made a mistake it was interesting because you then have to work around it. However, once you get access to the floating blocks, this no longer happens, reducing the almost chaotic nature of building the tower. I do think that anchor points are good though as you move upwards, and instead extending the tree branches that are at the very start throughout the level could be interesting as it adds a new challenge where you are trying to figure out how to connect something way over on the other side of the screen to your structure. There could also be some variety with these too, maybe they move up and down or do something interesting that the player then has to work around.
Next, gaining the blocks felt a bit too passive for me, as if it were somewhat disconnected from actually building the tower. Even though there were boxes to collect along the way, the player will almost always receive way more boxes than the ones they collected (I think this is tied to how high you got but not entirely sure). What I would do is instead of awarding these bonus boxes automatically, instead spawn extra boxes along the player's tower at the start of each building phase. This gives the player a choice between whether they want to have less resources next round, skipping the boxes and just trying to get higher, or instead going slower, but with lots of building blocks to work with. As well, this also gives the player another challenge in trying to figure out how to get over to these boxes.
Finally, starting the player all the way at the base of their tower can get kind-of tedious eventually, for me my way up at the start was primarily a tower of the one way platforms, so jumping up them wasn't great. However, I also loved trying to jump and navigate through all the mistakes that I had made, and trying to find a way to make all of the chaos just work, so I'm not actually sure if this should be changed at all.
All in all, this is by far the best game I've played in this jam, it took me about two hours to reach the top and I absolutely loved every second of this. I wish you the best of luck in the jam, and in any future endeavours you have!

