Thank you for the nice feedback! We had some ideas for how to fix the syncing and music-pausing issues, but didn't have time to implement them during the jam. :)
Morpheyz
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Very cool game! I spent a lot of time build out my loop empire. It took me some time to realize that the upgrades like faster or more trains affect ALL train lines in the around the upgrade! Then it really clicked and I could make a lot more loops. Drwaing the loops and having the trains literally follow them is a nice mechanic. Good job! :)
We played it on local multiplayer. It's quite fun, but I feel like the "loop" theme is a little bit stretched. I was confused about the alt controls for jump and dash at first for the controller, but once you start playing it, it made sense! Overall, I think some more loop-related game mechanics would have made it more interesting :)
Thank you for playing the game and I'm happy you enjoyed it!
We decided to pause the music, since the attack are synced to the beat and bars of the song playing. If we didn't pause it, we would either have to reset the song when it continues playing or make the player wait up to 16 beats until the music is back "where it's supposed to be". We decided the easiest choice for the jam was to simply pause the music. :)
Super cute game! You are right, the first few levels were a bit simple, but I really enjoyed the later levels. I think the camera angles in the first few levels were a bit confusing. Sometimes it was difficult to see how far you would be rolling. Otherwise, really nice design, the music and art style are very fitting. :)
We recently participated in our very first Game Jam (GMTK GameJam). We didn't know too much about how to sell our game, but I think it is pretty evident that games that are playable in browser get much more engagement that games that one has to download (at least when the game doesn't sell itself super good right on the submissions page). We only submitted a Windows build, since we ran out of time to also export to WebGL.
It would be interesting if itch.io would release some overall statistics about how much the available platform for a GameJam game influences the number of ratings it gets. Personally, I feel that it must be quite high. I've caught myself also heavily favoring playing browser games, rather than playing a downloadable game, unless the downloadable game looks super interesting.
I guess we all know that making something more available is always better than making it available to fewer people but I would be really interesting in how large this effect is!
This was a really fun game! For the first few levels I didn't see the controls in the top right, so I was struggling like hell. It's kind of mind boggling to have to bee thinking about both the momentum direction and about your new position at the ball at the same time. I had a lot of fun with this game. :)
I also think that out of all the game with "swinging based" movement I've tried so far, this one felt really great and also added something unique to the mechanic.







