I'm sorry to hear that. There might be some memory leaking issues that I never caught which makes the game unplayable on lower end devices. I only tested it on a medium to high end device. Though if the game never started at all it might very well just be that just running the html unity file at all caused a crash. Since the only thing present at the start are some fade in/out effects and simple "move onto the next scene if space is pressed" code.
Foongus
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I think how everything was executed here was pretty good. Everything felt rather snappy. The biggest problem I have with this type of puzzle game is how, once you figure out the puzzle solution, actually executing it can feel rather clunky. But here that wasn't an issue. I think having the character stay in place after their loop ends is a major element of why it feels good. For games like this you’re usually forced to stay on a button or whatever for however long you think you’ll need the next loop, and that can get quite tedious. How the rooms were set up also set up a cool dynamic of the player trying to use as few loops as possible in case they need more later. So they end up doing however much they can every loop, making puzzles that might’ve been rather trivial otherwise feel more engaging. The game isn’t long enough to really see this be utilized to its fullest, but it’s a good foundation.
Though, I think the game was a bit squandered by some weird collision detection. It wasn’t too major but I did find it a bit annoying whenever I got stuck on another loop’s body, or some objects. And the reset button resetting every loop, not just the one you're on, did make the game feel a bit more tedious when I messed up on a later loop. It wasn’t too much of a problem here, since there was only a max of 4 different loops you had to use. But if the game were to go further, adding more loops, I think it’d need one reset button for the current loop and another for every loop.
Games running from exe files, like those from Godot like mine, trigger the automatic warning system windows uses when they're not "signed". Since unsigned exe files can have malicious data on them. Jam games are most often not signed since it's quite the process you have to go through with microsoft. If you don’t want this windows warning on itch games you can download the itch app, which downloads and launches games like steam.
Thanks! For the going back mechanic; I did it that way because I wanted to showcase how this was an actual loop more clearly. Going to the first level after the fourth? Yeah it’s a loop, but it’s also not too uncommon in games. But going to the fourth after you lose the first? Now that’s a real loop, and something I’ve never really seen in games before. And it felt like the right amount of setback for loosing.
I like that the game added a narrative device to entice the player to keep moving forward through the repeats. I think a lot of devs, especially in this jam, kinda underestimated the value such an addition can have. Including me, while playing through this one I started thinking that I may have placed my narrative in the wrong location. As it would’ve likely been more effective were it to be delivered through each loop, as it is here, instead of just being in the menu. Though as has already been pointed out in the comments, the lack of any real conclusion does rather diminish some of the effect. Still I think it did its job of getting the player to want to go through the first two loops well.
This kinda feels like a case of the developer designing the game around their own skill level, and not the player's. The last level just felt a bit too hard for the average player to do without getting annoyed. I think the timer should’ve been made more lenient, but an extra mode could be unlocked after beating the game that’s the “second quest” or something, which would be version. It was still fun though, disregarding the timer problem I think the difficulty of the platforming itself was refreshing to see. A lot of platformers in jams turn out very lenient, the player can mess up big time and still succeed. But here you either hit the jump well or die. And the art looked good throughout. Oh and I loved when the on-off blocks showed up.
The game actually does have controller support! …But only in the secret multiplayer mode. And it’s not really supporting controller since it just treats the analog like it’s standard directional inputs. I was considering adding it as an option, but decided not to as a big problem with using them for platform fighters is how they increase the game's skill-floor, it becomes much harder to perform optimally. Professional melee players use expensive gamecube controllers that have built in notches for the analog stick so they can consistently perform the longest and shortest wavedashes possible (As well as optimal Fox and Falco recovery angles). This can make the tech feel rather inconsistent for anyone without those notches, especially so for new players. This game is rather simple so I chose to only add one wavedash angle that’s always consistent, and if I were to develop it further I could add inputs that allow for min and max distance, making for three different wavedashes that you can always do consistently. That’s what the smash box does (basically a more elaborate keyboard made specifically for competitive melee). Personally, my preferred way to play platform fighters is with a controller, for the reason you said, it gives the player more exact control over how they move. But for a single player platform fighter that is made to be understandable to players who aren’t used to the genre I think keyboard controls make it way easier to get into. So I chose to leave it as is.
That's, rather strange? I can imagine Godot screwed up and picked your second monitor as your main monitor for whatever reason. I only have one so I wouldn't see that while testing (Sad reality of not having anyone to test my game :p). But if some of the controls work all of them should work, They're using the same godot input system in the same script. I don't see any reason as to why WASD would work but not K,L and M. Have you remapped those buttons to somewhere else on your keyboard?
I really liked the narrative aspect of the entire adventure. With the game-master mouse getting new ideas for how to make the game more interesting, dropping mechanics mid-way through, going back and forth on how the game should be designed, and getting doubtful if anything is even working out. It’s good metafiction. And after participating in the gamejam myself, it's certainly rather relatable. I do wish that it all culminated in something with a little more punch though. Maybe the ending is supposed to mean something greater but I personally didn't really get it. Still, good stuff.
The gameplay loop is pretty decent, no problems really. It’s a bit simplistic, but it’s a gamejam game so understandably more complex mechanics like buying upgrades for your boat or whatnot wouldn’t be as necessary. The music sounds lovely and the art is comforting. I kinda wish it leaned a bit more into that honestly. All the cats having unique personalities and portraits in the game's page makes me wish that they actually talked with them in game. Would’ve really elevated the experience. Still the game is good as it is, I like it.
This game was pretty cool. It was reminiscent of a portal while still feeling pretty distinct. The puzzles weren’t too hard but still felt clever. The game lacks a bit in the areas where it used pre-made assets though. Felt a bit out of place sometimes. But all the stuff you two made was pretty great
I kinda do want people to find it hard to tell where exactly they are and where they will end up. The platforming itself was made forgiving since a big part of the challenge comes from the player remembering where they are in each area. I might've not communicated how the whole system works very well though. In a real game I'd start the player off with 1 level, then 2, so on and so forth
The best game I've played in this jam, fun gameplay, good visuals. Truly outstanding. Finding oneself trying to fit in the houses as good as possible while also maximizing points is really fun. It's use of the theme is also excellent from a gameplay perspective. Having some spots be more common than others adds a whole new layer of strategy you have to think about. Great job!






