lamp ligter
maven_raven
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Ngl I expected loop interpretations like this game to be more common in this jam, but they're rarer than I thought.
It's a nice game with a system that can definitely lend itself to expansion in a post-jam update. I'd recommend making it so you can see what enemies intend to do during your turn (like how Slay The Spire does it), that way there's an added strategical element as the player can plan around the enemies instead of just hoping they'll do something specific. The sort of comic book style of the cutscenes is really unique, and the music goes really hard.
P.S. I'm either really stupid or I'm unable to find the boss music on Snake's YouTube channel. If it's on there, please tell me the title - it's by far my favorite track in this game!
Thank you!
Yeah ngl I was a little bit worried about the theme. In the idea phase, we leaned very hard into narrative with the idea of infinity and infinity loops holding power and (basically) granting eternal life, but I'm starting to think it did not translate well into the final product. This was the intended storyline we tried to tell in the dialogue; the snake in the background embodied the concept of infinity and was what was preventing the universe from finally ending despite the fact that it was dying. I believe if we had more time to make the game longer, we would have more room to communicate this better, but we unfortunately had to cut it real close to the deadline.
What a charming game with a cute (yet kinda messed up) premise! What I did play was very great with a nice difficulty curve and some elements of strategy, but I did run into two very big technical issues that basically halted my progress:
- At some point, powerup pickups on the field kind of stopped working, as in I could not pick them up even if I was right on top of them.
- Late into the game, specifically after a few losses and minus-key resets due to softlocks in one specific section (second part of international championships I believe), something with my hitbox bugged which made it near-impossible to actually get to any plate.
Regardless, I am very confident that this will make a fun game if you plan to squash the bugs in a post-jam release, and pretty much every category aside from enjoyment (due to the aforementioned bugs) is super strong. I think I'll be replaying soon to see if I can get to the end without any major complications. Awesome work, y'all.
Ngl this game is kinda stressful lmao, reminds me of Sea of Thieves (in a good way for both of these statements)
Well done idea and execution! These are some criticisms I have, although most of them are more nitpicks than serious concerns:
- I wish we could have 360-degree camera movement while steering or repairing, just so I know I'm not going to run into a rock while I'm frantically trying to out-heal the damage of a bunch of cultist ships while on death's door.
- It was a bit difficult to exactly judge how the ship was going to respond whenever I adjusted my steering, so some tweaking on that front may be good.
- The cultist ship population can grow out of hand if you don't keep it in check, but at a certain point they all start running into each other and dying so the problem sort of solves itself? Regardless, I'd add an entity cap so there aren't too many ships at once.
The low-poly aesthetic adds a lot of charm to this game, and I am very impressed by the music and sound design. This is a contender for at least an honorable mention in Mark's video in my opinion.
Thank you!
I actually suggested the idea of intentionally putting loops in inaccessible places, sort of like "you have to push enemies around or open doors in order to get to their midpoints," but our team ended up not going with it pretty early into the jam. If we ever expand this game post-jam, I'm still a bit interested in playing around with that idea, but for now, all instances of midpoints being inside platforms and such are not intentional.
The concept is promising - I like the idea of risking a replayed loop to grow stronger later down the road - but I do wish there was a little more mechanical depth, as I could not tell if the different abilities you get did anything other than deal more damage. I also think there should be more than one infinitely repeatable ("zero-loop"?) ability - doesn't have to be many, just a second one so I don't feel stuck spamming the same attack when all my other abilities are on cooldown.
There is a solid foundation in this game, and I'd love to see it expanded upon after the jam ends. Great work.
I feel the camera should be zoomed out a bit more so you can better see the full loop your boomerang makes. This would also help with determining when to recall your boomerang to get around the enemies with nets. Besides that, the concept you have here is super fun and I'd love to see it cleaned up and expanded post-jam!
Such a unique idea! Way bigger of a learning curve than I expected though - you almost have to take the time to practice each spell (which isn't a negative IMO). The art and music are simple but look/sound good and fitting for the game (maybe turn down the music just a tiny bit though). I'd love to see this expanded into a full game someday.
This is a fun game with a certainly unique aesthetic, though I do wish there was a bit more narrative detail to go along with the artstyle this game has. It's short, but what is there is promising. Movement is a bit clunky, though that may just be me as I'm not used to the keybinds used in this game.
This is a really great game and I'm sad it doesn't have more ratings.
The way the pen is controlled is a little odd, but the gameplay is otherwise rock-solid. The narrative, while short, is definitely appreciated, and the artwork is pretty. I did not expect to hear metal for a soundtrack, but the metalhead in me is perfectly fine with it.
I have some praises and some criticisms:
- I like the sort of retro sci-fi aesthetic, but I do think the CRT effect could be turned down a little. It made it a bit hard to read the tutorial text and keep track of the map.
- Sometimes there's a lot of just waiting around for planets to come by (at least in the early stages with no speed upgrades). That being said, I don't know if this was intentional or not, but on 2x speed, it seemed to me that the ship went a bit faster relative to the speed of the planets than on 1x speed - which means there's a very interesting element of skill in getting planets to line up with your ship. If this was unintentional, I seriously encourage you to play around with the concept as a feature if you decide to expand this game post-jam.
- I think the resource economy is a tiny bit too punishing, but I like the idea of having to decide between stocking up on resources like oil and energy in case you need them and spending them now to gain upgrades.
- The music is a banger - no comments here.
Overall, I would actually love to see this game further developed in the future. It's got a unique and very promising premise that leaves plenty of room to grow.
Wow. I would be surprised if this didn't earn at least an honorable mention in Mark's video. The concept is not new, but the way it is executed I think is brilliant - 30 levels is a lot of mileage to get out of one core mechanic, and (though I did not reach the end) none of them felt like repeats of earlier levels. On top of that, the game in general is just really well put-together. Awesome game.
What game engine is this, if I may ask?
This is a charming little game with a concept that's kind of heartbreaking if you really think about it. I think you can gleam a lot from environmental storytelling, like how the player has to repurpose a satellite dish for shade and how generally rundown everything looks. The ending is also rather bittersweet in my opinion. I do wish the game was longer, but it's not a big deal considering we all only had 96 hours to make our games. Well done :)
Awesome idea! Unfortunately, when my grid first scaled up, none of the cities would complete for some reason. Reading the other comment, it's perhaps due to the fact that I had an incomplete building at the first scale-up, and thus couldn't complete the building.
I'd love to see this become some sort of idle game in the future.
It both surprises and warms me to see how so many people went the Anubis route. Vaporwave Egypt is a style I'd never expect, yet it blends together really well. The gameplay itself is fine, but I thought it could do with maybe a score system - perhaps, the more balanced you keep your scale and the more blocks you have in the level, the higher score you get?
Well-done entry. Great work.
Good concept with a visual style that's simple but works. Gameplay is a bit iffy - movement feels sticky for some reason, and either my game is bugging and booting back to the main menu on a level earlier than it should or none of the levels use the aspect ratio mechanic at all.
As a jam submission, it's not bad at all. With some work to make the gameplay smoother, it could also make a decent small-scale release outside the jam.
Really awesome work! Though it's not quite my kind of game, it's got a good gameplay loop and and awesome aesthetic. Unfortunately I ran into a situation where one of the bigger ones kept circling me, making intentional suicide the only way to leave.
Honestly, with a lot of work, I could see this becoming a small full release.
This is-
This one is just perfect.
It has one of the most unique approaches I've seen to the theme. The gameplay is simplistic (and therefore there's nothing to break) and fun, and the art style is clean and pleasant to look at. I especially like the little touch with the red guiding laser for your projectiles.
Well done.



