Interesting jam entry for sure! I liked the general premise, but I think I wish the difficulty ramped up faster. I took a single hit prior to Cycle 11, then suddenly was dead midway through Cycle 13 (still not really sure what got me - probably one of those green enemies). Either way, I came here initially for the atmosphere, and the game didn't disappoint - nice work overall! :)
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The part of my brain that loves infinite craft and the part of my brain that wants Thaumcraft 7 to release (almost as much as Silksong) were both fully stimulated by this game - ended up taking around two hours, but I finally got all of them! Zeraphis was the final one for me, and I just gotta say, this game was an absolutely awesome puzzler. Some of those elements were not easy to pin down, and once I did, balancing energy with my remaining elements was tricky through most of mid-game (and even late-game, Fire and Ice started to be some of my elements in shortest supply). It's almost the end of the jam rating period (and all the elements are on top of the page) so I feel comfortable posting this image now - just look how sick this sheet looks at the end of the game! Seriously, super fun jam entry, art did an incredible job to elevate the concept - I think I am very specifically the target audience for this, and I absolutely loved everything you cooked up here!
Loved this take on the "spatial reasoning" kinds of games - nothing here was terribly hard, but the escalation with the cutting board was very clever! I noticed on the title screen that it looked like there was room for 20 levels, so I'm curious if y'all had ideas for further mechanics that didn't quite make it into the jam.
Either way, really solid execution, cute art ofc, really just a solid entry all around! Nice work!
Absolutely love the premise here - not only do you have to pull off a loop around the asteroids, but also have to do it as close to them as you can - definitely makes this game stand out among other "draw the loop" games this jam!
That said, I couldn't help but immediately think that this game could be more fun if the asteroids had gravity, so then it's not just trying to wrestle with the controls (which is a pretty fun setup - reminds me of sailing game controls), but also trying to deal with orbital mechanics at the same time while trying to keep as low of an orbit as possible. Could make for some really fun gameplay if you ever decide to revisit this project!
But as it is now, definitely still a fun premise, great work on this entry!
I've played a handful of both games where you work with past loop versions of yourself, and games where you have to draw a loop around enemies to defeat them, but I think this is the first jam game I've played with both, and it works unexpectedly well here! I think as others have mentioned, the difficulty ramps up a little too slowly, and on my second life, I ended up getting a score of around 200 (once I started to understand how the health system works). Either way tho, it's a really neat concept for a game jam entry, nice work!
I max'ed out Shot Damage and shot count and the poor boss never stood a chance :P
Reminds me of lots of flash games I used to play in the early 2010's, really nailed the feeling of that era! As others have mentioned, could have been fun to keep looping after the boss until the enemies eventually outscaled me, but even with what it had, this was a really fun jam entry! Awesome work!
Ooooh this one feels like it was just made for me. I love sailing, I love exploring, and this game manages to strike such a nice balance between really calm moments of sailing and some of the most stressful attempts at lining up shots of the entire jam! Loved the vibes, the visuals, and the level layout, y'all did great with this one!
As with many of these fixed-length time loop games, probably my biggest bit of feedback would be to add a quick restart loop button (or list it in the controls if there was one) - some loops I would break a significant object with like 20 seconds left, which was just too long to get to anything else for more progress. The spacing of objects in this one made it generally a non-issue, but still would have been nice a couple times.
Again tho, really, really enjoyed basically everything else about this entry! Awesome work!
I absolutely love feedback like this! Thanks for taking the time to play through the game to the end - I'm glad you enjoyed it even despite the last few stages!
Just to share my thoughts since your feedback was so detailed - we originally came up with the ghosts as a sort of "final escalation" of the game - intending them to add some extra "act quick!" energy to the last couple stages - similar to how something like "SHIFT" has its final escalation with the spike wall. Tho I do agree with you, I think that generally, we picked wrong when it came to what mechanic to introduce to accomplish this.
That said, there were lots of ways I think the ghosts could have worked much better. For example, we could have made the ghosts wait to move until the player does at first, giving you time to plan your path. On that same vein, it would have helped even just making the pause screen background transparent, allowing you to hold the ghosts in place at will to strategize your next moves. Like you suggested, even going as far to stop the ghosts from moving until the player does would have helped. Something else we've talked about since the jam ended was maybe adding walled-areas you can hide in that the ghosts can't see you in, which kinda gets the best of all of these ideas. Point is, there were lots of ways we could have made them better, I think, but we just ended up missing all of them, so instead the only real thing the ghosts added was frustration as they corner the player for the 20th time :P
But yeah, imo, Kristen absolutely killed it with the level design, especially on the first 14 stages before it starts to lean more into a precision platformer + ghost dodger, and I think in future jams we're definitely going to lean more into the kinds of things that worked so well for those levels. We've definitely learned a lot from this year's jam to make next year's even better!
But yeah, just thought I'd share my thoughts since you gave such solid feedback, and I'm definitely glad you enjoyed the majority of the game! We're super proud of what we put out this year, so it means a lot to see people playing it all the way to the end :)
Very interesting interpretations of the loop theme! I'm very intrigued by where it's going, but I ended up getting fully stuck on level 5. It seems like that stage has many ways to get "stuck" for the rest of the loop, and without a quick restart button it felt like I was just guessing then waiting 20 seconds to guess again.
But for the 4 levels I can speak on, the interpretations of Looping were very clever, and combined with the art and the music really set up an interesting aesthetic! Solid stuff with this one,even tho I got a bit lost at the end, I still enjoyed it :)
Underrated entry into the jam for sure! The playlist looping idea is such a unique take on the theme, loved it! Levels 5 and 6 were probably my favorites, being surprisingly challenging (and level 7 kinda just melted my brain for some reason).
Biggest bits of feedback I have are that sometimes, the songs would go off the screen on the bottom (even in fullscreen), so I just kinda had to remember/guess which directions they went (tho the colors certainly helped once I noticed them!). Also, it would have been nice to actually get to hear some of the music in some capacity as the playlists cycled (tho probably not the actual songs listed for copyright reasons, i get why it wasn't there, but something to stand in their places would have been nice).
But either way, I still really enjoyed this jam entry and definitely appreciate the unique take on the theme! Great stuff!
Excellent entry into the game-making space, and here into the time-looped character interpretation of the theme! The setups were all very easy to understand, and I'd have loved to see more from the collision mechanic that only got one level! Art looked good too, so just generally solid jam entry all around! Nice work!
If you had told me a day ago that my (so far) favorite jam entry this year would be "Golf with your Bolts" on a spaceship... And yet, here we are! The art is fantastic, the writing is hilarious (and I learned a new science term!), and the gameplay is just fantastic! Sure, it would be nice if there could be something like resetting bolts that get too far from their target or get stuck in frustrating places, but nothing seemed totally impossible to recover, and my only real complaint is that I wish there was more of this! I'd play the heck out of it! Awesome work y'all!
Also, bonus points for including a intuitive "Skip Cutscene" and "Restart" keybinds. They definitely helped when I lost my first run to the last bolt, and just added to the overall feeling of polish on this entry :)
My favorite jam entries are almost always simple concepts executed beautifully, and this one is no exception to that! Super creative take on the theme,and I had a great time despite how bad I was at keeping like literally any 2 orbs from running into each other. Great idea, and excellent execution, good stuff y'all!
Outer Wilds still stands as my favorite game of all time, and this is an excellent tribute to it!
My biggest "issue" is that I'm not sure if there was a hint to the location of the "Hidden Temple" (mentioned early enough that I don't think it's a significant spoiler to say that it exists), but I ended up stumbling into it pretty quick just wandering around the map and noticing some geometry at night.
Also, it would be nice if time froze while reading as it does in Outer Wilds - definitely had a few times where I got pushed off of a message I was halfway done translating :P
Otherwise, the rest of everything was very neatly foreshadowed and I loved the little character details and relationships scattered in the messages around the world - definitely adds to the life of the world similar to the game that inspired yours! Excellent work all around, had a lot of fun solving the world puzzles here, and definitely got the vibes of my favorite game, all in one bite-sized experience. Great stuff!
I bet it all on Yellow and they won. Today is a good day :)
And hey, I saw that description there - don't feel bad about the end product not being quite what you'd originally envisioned - the time limit is tight and game dev is hard! And besides, you're still doing way better than everybody who didn't submit anything (or didn't even try!). I hope ya keep going with game dev if you're finding it fun, definitely one of the most rewarding things you can do! Best of luck, and congratz on submitting a perfectly playable Loop game to the jam! :)
Yo, this was a blast to play! My first couple runs ended within like 2 or 3 loops, but then... once I understood what was happening... The corner in the UI said I was on loop 13 or 14 or something when the end screen came up, so I'd say I got the hang of it :P
The lines on the ground added a ton as well - definitely appreciated those being there once I got into my deep run. Really fun interpretation of the loop theme, y'all made something here I really enjoyed! :D
Cute jam game! Had a lot of fun figuring out where to go next and how to use the powerups to navigate the world. Took me longer than I'd like to admit to realize it wasn't quite fullscreen on launch and it had a health bar, but that's mostly on me :P
I liked your implementation of the dash mechanic - and the game gives you a few times to see just how much use you can get out of an omnidirectional dash like that to make navigating the stages faster! And thank you very, very much for the checkpoint in front of the boss room. Did not wanna have to run that bug gauntlet again :P
Nice work!
Very nice little puzzle game! Really loved the hooks in some of these puzzles - spent a couple minutes on level 5 trying to figure out how to squeak out an extra tile movement, and level 6 was a really clever use of the portal mechanic especially! Great stuff!
(Also, I'm pretty sure I solved level 8 "on-paper", but there was a bug with the second ghost that kept me from finishing - oh well)
Something that might help ya out in the future - for visuals, it's usually easiest (especially for pixel games) in Godot to go into Project Settings -> Display -> Window, and setting the Viewport Width and Height to something that scales nicely (I find 640 by 360 tends to work for most monitor resolutions), then under Stretch on that same page, change mode to "Viewport". This wasn't that big of a deal with this game, and it was still purrfectly playable in browser! Definitely an entry worth being proud of - good stuff! :D
Super fun game mechanic! It's like a singleplayer YOMiHustle. Would totally love to see this expanded out more with additional enemies and attack progressions, but was shocked when I saw this was a one-person entry! The tutorialization works imo, and it was fun to try and better understand the mechanics across even the few levels that are here. Seriously, great stuff here!
Unequivocally one of my favorite jam entries I've played in a long time! The aesthetic is stellar, the twist is such a clever direction to take the "typing practice" genre, and the latter sections had me feeling actual fear! Plus, a whole coherent story, start to finish, in a game jam entry - seriously awesome stuff y'all, absolutely loved this one!
Initially, I clicked on this because our game started out with a similar idea of having typing minigames while dodging roombas that would occasionally swarm you, but we ended up going in a completely different direction with only elements of that idea sticking around. Cool to see it implemented to completion here, and in a way that really works! Fun entry for sure, hope more people find this one!
Nice jam entry! Really works together when you get into the flow of putting food in the oven, frantically removing mold, and trying to make the rest of the sandwich before the meat burns. Day 5 definitely bested me, and probably the toughest overall part was lining up the hand for the mold removal, since the hit point is kinda arbitrarily in the middle of the hand, but once I got around that it was a good time for sure!
That being said, I'm no expert on the food preparations industry, but I'm suspicious that not everything happening in this restaurant is... ah... entirely up to food safety standards :P
Cute little platformer - loved the aesthetics and I thought everything was nicely put together (good sound effects, particles, and just generally level of polish). Super solid stuff for a jam entry, and I see you're hoping to keep working on this after the jam is over, so best of luck as you continue this project, seems like a very promising start!
(Also, not so "Tiny" by the end of it, huh :P)
Easily one of the most fun games I played this jam! Everything from the art to gameplay loop to the certified banger soundtrack work together fantastically! Would have loved if there was an "ending" where if you get larger than the boss, you can eat him too. But seriously, awesome work to y'all, this game rocks!
Solid jam entry - best run I got was 9 people at its peak, so really hard game with the cooldown management, but seems like a really clever concept! One I finally got my head around how the systems actually worked, it was fun to try to manage to keep my guys alive (That longest run was def over 30 sec long, I just had a skill issue at the end :P)
Greetings, fellow box re-scaling wizard game! Awesome art, really solid mechanics where I somehow basically never ran into bugs (Literally I think the first 2D Platformer re-scaling game I've played this jam where I didn't clip out of bounds at some point), and solid puzzles! Several of the later puzzles were a bit on the easy side (or cheesable in the case of the crows - quite a few could be grabbed by just making yourself massive), but that's alright for a jam entry. Seriously, the moment I realized the wizard also has re-scaling values (like lvl 4 or 5-ish), I was hooked! Super fun entry overall, awesome stuff!