Simple, but a nice atmosphere. I like the walking tree animation <3
Kobato Games
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This is a fun game. You've thought of a lot of really creative ways to make breaking out of a loop a challenge and did a good job having each level teach the player a new mechanic. I would have had an easier time if the arrow keys were implemented as well, but was still fun to try and get to the one spot I could break through the loop :)
Thanks! As I discuss in my (rather hurried) devlog, I've struggled with creating jam games that I actually feel are properly finished. In GoedWare jams in particular, I felt only the first of the several games I submitted were finished/did not feel rushed or like they had big chunks of the game not fully implemented. I'm really happy to say that I feel this game actually feels finished to me -- and that a lot of people seem to be enjoying it :)
Nice art. Looks like what you might have seen in a professional Flash game. The various objects used for destruction were very creative and it kept things interesting that different ones were randomly generated each time and you had to figure how to use them most efficiently. Calling the gas station Loop, was slight stretch of the theme, but it still works. (I had my character breaking a hole through a barrier surrounded by a circular path, so I did stretch the theme a bit myself.)
I like the lively 8-bit music and concept, but the combination of trying to determine the final path from the bridges, plus the advance post not (appearing) to be the same one each time, made the gameplay memorizing and guessing as opposed to reasoning. Having each post be the same result (say 1 always advances, 2 always returns, 3 always loops) would have been enough of a challenge since you have to take into account the post change for each bridge to reach the desired end, which I personally would have found more fun. The randomness might have worked without the bridges since the player could just focus on memorizing, but having to keep track of both did not work for me.
I did okay until I got to the point where the platforms appeared and disappeared based on where the little creature was in the loop. I just could not keep my eye on it's position and jump the character at right time and kept falling through before I could press Space. It might help if the platform has a "blinking" period where it is still solid for a brief instant before turning transparent. Fun idea otherwise and I think the art provided a good fanciful atmosphere that combined well with the creature-loop concept.
Nice! A Godot download my computer will not blackscreen for once. Maybe it's getting less picky.
This was a fun idea for a game. The character felt a bit tiny to me, but that might be a personal preference. I noticed sometimes a ghost was blocking a laser, but I would still die if I tried to walk through the ghost, yet I could jump through the laser itself and survive.
Gotta say ghosts copying the player's movements must have been a very complex mechanic to pull off for a short jam. Good job!
That makes sense. I was thinking of it more as the package got launched straight off as soon as it was stopped in the "correct" location (like it was shot out of a gun at that instant). I do remember learned that kind of rotational physics before and it makes sense. It might help to show a version of that diagram in game.
Gonna go try to master the tutorial again.
Trying to play the tutorial and cannot figure out what position sends the package towards the destination. Is it the side closest to or the side furthest from the red target? I also find having the customer reviews pop up during the tutorial a little disruptive while trying to launch the packages enough times to get the hang of it. (I do find the reviews super funny. I just don't feel the tutorial is the right place for them.)
Thank you. One of the pluses of Wolf is that despite having much smaller assets than RPG Maker, they all have 8 directional movement by default. I had to laugh a little at the bad end deaths suggestion, since the game I made after this one, Isolated Future World, leaned into that way too heavily and had a lot of other issues due to me trying to add survival and a complex story into a game in 10 days and I ended up unpublishing it until I can get it properly finished. Hopefully I can get a happy medium :)
Good luck finishing your game.
Glad to help :)
I most recently saw the Change Equipment option in this VX Ace game and if I recall correctly, it only seemed to work once per battle. Not sure if that was a tweak by the creator or a quirk of VX Ace.
Hi. Cool to see the progress on this game since I last played it several months ago. The new staff image is much easier to see. A couple suggestions for gameplay.:
Since having the right item equipped is important for having the right/best skills for each battle, I would highly suggest looking into adding a change equipment option in battle. I've seen these in other RPG Maker games, so I am sure there is a plugin available. It seems I'm always getting caught in a battle suddenly without the optimal skills for that enemy, so it would be really nice to be able to switch and it would reward players for remembering the best skills.
My second suggestion is, (if it's possible and maybe you already are on this) set events so that blasts do not activate when you interact with events. It makes the game seem less polished when they do. If setting it to not activate when interacting with an event is too complicated, maybe it's possible to bind it to the Shift keys instead?
I had a great time playing this game. A great start to the mystery and you out did yourself with the art. User interface is okay, but definitely needs an explanation. I almost gave up the first week because I could not figure out how to advance to the next week until I pressed Escape hoping I might find something and I probably mainly did that because I am familiar with RPGM games.
I would suggest when the map is first shown, to ask the player if they want a tutorial and explain how each aspect works. Adding a tutorial icon to the map and letting players know they can review it at any time would also be a big help.
Glad you enjoyed the game. I hope to use this type of premise for more/longer games in the future, so thanks for your feedback.
I made the game in Wolf RPG Editor and used all in engine assets. Wolf's kinda like a free RPG Maker, though it's unaffiliated and not commonly used. No idea if you've played Wolf games before, but the assets do look similar to RPG Maker and classic JRPG assets in general.
Glad you enjoyed the game. Sorry about the safecode. It was a glitch of the software I used I never could fix and never thought anyone would actually be able to read it (maybe you had a slow connection on your side :) ). I suppose I could have the text at the back by default and bring it to the front. Maybe I'll do that if I decide to update this game again.