yowzers i think this is my favourite one yet :o the gameplay loop was really fun and the enemies were really creative. i really liked the artstyle and the music rocked as well. initially i didnt realize that the attack recharges after you attack with the other thing and lost a bit of health due to that, but otherwise no complaints! great work, this is awesome!
Frexxy
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very neat! i like the combat mechanics with the speed affecting how quickly the combatants circle the loop. i couldnt get the game to end and let me fight myself but thats also a fun idea! even though the visuals were mostly basic shapes, i still really liked the aesthetic of the game, voronoise is so nice looking ...
very neat! the looping of movement with the music beats was really fun to work with, but i feel like the level went on a bit too long to the point where it was too difficult to continue without breaking the rest of your progress. i think i wouldve enjoyed multiple smaller levels more. either way, i still had a good time! great work!
very adorable! i love the sound effects so much. the gameplay as well was great, except i seemed to have crashed before being able to win D: i like the idea of your towers moving around on a track while enemies attack and the speed controls fixes problems ive had with other renditions of this idea where you have a lotta deadtime before being able to attack things. great job!
nice! im a fan of the "loop up animal" genre games in the jam (i may be biased), trying to only loop up matching animals works really well! the looping up mechanic may have been a bit better if you couldnt cancel it mid way as it felt like there wasnt much risk to being greedy, but otherwise still fun!
weee i had fun with this one. would be fun to see this was taken further (honestly could even be turned into a fun board game). i abused the fact that archers cant attack the player and blocked off all the enemy's routes of attacks and got far enough in the game to absolutely break the shop >:3. i didnt quite get where the "loop" part came into play until i came here to the comments , thats probably why i was able to so consistently thwart the enemy :x
fun! i kept trying to go waaay tooooo fast and accidentally placed bags on the wrong conveyors a bunch :x hopefully that guy with 100% emotions waiting for their red bag the whole game didnt mind too much .....
like another said, the games a biit slow on the start and could have benefitted greatly from a speedup button but otherwise, great work!
very fun idea! it was so cool when i dueled in a big open area with another enemy, launching their blade away occasionally. the level design does doooes hinder the gameplay a bit though, the corridors made it so i couldnt swing and had to resort to oldschool rpg Poke-Sword-Through-Wall strats D: great work!
neat idea! it becomes a balance of shoot more and deal damage, but risk shooting yourself or shoot accurately and become overrun. some of the upgrades seem quite detrimental however (and the create new zone one just killed me :c ) so i didnt see much reason to grab anything but bullet lifetime reduction. still fun though ! great job :D
awesome! the art is really cool and i love the idea of a tower defense but your towers are on a track. like someone else said it would be nice to know that the turrets are not persistent+have a lifespan indicator on them (or just make them persistent and make waves increased in difficulty). but aside from that it was still fun, great stuff!
neat! big fan of how the game looks and it was fun picking and choosing tracks to combine. i was quite a bit confused on how the scoring works (with the dancers that remain on the field), but it was nice and satisfying realizing that you have a perfect song for a situation and shuffling all 4 dancers in.
I really liked the cutscenes, they added a lot of charm to the game. The mechanic was super cool as well as the limited length of the rope connecting to the tether points, you could make some interesting puzzles with this. As another commenter mentioned I also cheesed it a bit by pause buffering with gravity switches, it may make more sense to have the ability recharge after touching the ground/a pickup if you all continue with this idea. I also recommend making the controls use up/down when sideways + have consistent directions for games such as this as it feels a bit strange to press right and end up moving left. Overall the game was excellent though, keep making games!








