Infinite, in-infinite power https://www.youtube.com/watch?v=3aLyiI2odhU
Manonox
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Quite fun, although losing all the loot on death is/feels too punishing, because it takes waaay longer to gather it
There’s a lot of variety already, but I’d like more game feel/juice for weapons
A metric ton of content though, most time spent in a jam game so far. Stunning environments too!
Also, I discovered slam movement tech (and, movement-wise, rolls/slides aren’t very responsive so there’s no reason to use them):
Slam -> Tap Space right before landing (buffer the jump) [-> Repeat]
DAAAAMN, Satan’s got SHMOVES
The combat is cheesable, which is the main challenge in boss battles
Should’ve expanded on the weapon “loop”, the grenade puzzle was a surprise (I didn’t the sign the first time). Maybe you could also have a loop of utilities: a grappling hook, a shield and stuff like that
This would be fire with teammates, to pass stuff to each other, could also have more items that have weird ways of handling them, something that blocks your vision with a black rectangle if you look at it (like censor, Voices of the Void reference), hot potatoes, bouncy things that have to be chucked around a corner etc…
Also, cool “The Loopers_BackUpThisFolder_ButDontShipItWithYourGame” folder with the shipped game, lmao
I love this interpretation! There aren’t many games with customizable looping systems in this jam somehow
Damn, I wish this had better game flow and more cartridge types. There also should be a music track to accompany the shots, so the brain has something to latch onto. F.e. “Metronomes & Magic” by HarFrog had the idea, but was also more of a puzzle game, you have to play it too!
Combining sushi ingredients is fun, but is quite easy on it’s own (because it’s just colors), I’d imagine something like being able to buff your sushi deck with modifiers which will need to be quickly recognized when cards flip over. Could also have “bad” sushi (debuffs), but not sure about that though
Fun game loop, but quite cheesable in my opinion, I kinda just stand on high ground and snipe my clones, because the more I’ll move the more chances there are to run into past you/get shot; I can see this being kick-ass with deeper movement and a style meter or something like that for more variety
Sick submission, congrats for being featured on the livestream!
It’s very complex coding-wise, you have to construct and update a graph from salt particles and find loops in it, which is a very hard problem to optimize (https://en.wikipedia.org/wiki/Longest_path_problem). People don’t usually go that deep into complex systems. т-т
Thanks for playing! I’m gonna review your game tomorrow, a lot of sleeping to catch up on