Excellent work, great job! Super moody atmosphere and very entertaining writing! Like others, I also had some performance issues that meant that, the video played back super laggily (leaving me not 100% on how the game worked), and that made the game itself not register my inputs even when I did time them correctly (leaving me even more confused about how it worked!). But I did the zoom-out trick that another commenter mentioned and managed to beat the game! Very cheeky final cutscene, hahah. Hats off to you!
nyhtian
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Incredible atmosphere, fantastic stylisation, awesome sound design -- all round a super fantastic work.
I want to play to beat it but I'm having a hard time figuring out where I'm going wrong! Sometimes its felt like I've done all the tasks I can see but my heart rate is rising anyway. Some kind of post-game indication of what I failed at would be super helpful and make me want to grind at the game.
The spinning felt a touch off for me too, though I might just be bad; I could also never quite figure out whether the valve wanted to be rotated clockwise or anticlockwise, haha. Maybe you could just take the absolute value of the Mouse X & Y Input axes and automatically translate it to the valve rotation -- I think if you were to multiply it down enough and bound the mouse to the window, spinning would be the optimal strat anyway (as just going in a single direction would have your mouse hit the windows bounds).
A real pleasure to play -- excellent work!
Nice work, and cute art! I agree with others that the camera controls should be adjusted -- I'd probably have the camera rotate only around the Y-axis, keeping the X-axis locked or at least damped? Not super often you need to be looking directly downwards, or perfectly parallel with the ground.
A simple adjustment to make the gameplay loop more solid might be to have the each weapon grow stronger for each time you span the wheel before getting it. These upgrade point could be 'banked' so that even if you get three bad spins in a row, you know that when you do land on a weapon, all those points will all get dumped into it, and that weapon is going to grow by 3 tiers at once ! Very satisfying. This way, you're encouraged spin the wheel so that your weapons scale to keep up with enemies, but you're also forced to learn the particular playstyle demanded by each weapon. Just an idea!
Good stuff!
Thanks for your kind words about the graphics! Though, it does say upfront that the game is very audio-heavy, I totally understand that it's really not ideal for non-native speakers at all -- I'll make an effort to include a subtitle option for my games in future! The clue for the puzzle could definitely be said to be a bit arcane, I'll probably adjust this in a future patch for the game outside the jam.
Thanks so much for playing!!
Thrilled to hear your enjoyment for the audio and my, uh, cinematography(?). They're kinda more peripheral elements that can go unnoticed, so I really appreciate your noticing, that means a lot!
Getting 'stuck in the loop' is actually, sorta, intended, a bit of a meta-narrative point, and is when the game shifts into being less of a cutscene and more of a puzzle, though I'll be the first to confess that this maybe isn't signposted well enough, heh. If you are curious about how to beat the game and get the good ending, you can check my comment with a link to a quick explainer video ':)
Either way thanks for playing!
Really great work, looks incredible! Gameplay-wise, I feel like the recoil that the spinner does after hitting an obstacle is really needlessly punishing, often the recoil from one hit will cause a chain reaction, and your single mistake will mean all of your lives lost, which feels really unfair, so some i-frames might be a good idea I think. That's really my only gripe! Your level design is really underrated, super nice progression of levels, and the level geometry itself is suuuper satisfying to navigate around when you do it just right. Awesome stuff!
Hahah, I wouldn't call it a disaster -- in all seriousness ( :O ) I'm so curious what the full initial plan was gonna be! Regardless, even with the time crunch, I feel if you'd put colliders on the desks and set up a weirdly long office, I feel like you could have had a interesting racing/speed game on your hands. Maybe spinning at different speeds would grant different abilities, no spinning might make you move faster, spinning a little fast might throw off movement a little bit but let you knock over obstacles, and spinning the fastest might make you start flying? Just riffin here.
Also, tell me why the sound design is like... weirdly good? For one, I've never heard such an accurate 'bumping in an office wall' sound before.
Anyway, congrats on submitting, and don't stress too much about misjudging scope, solo dev is hard and such is par for the course on early game jams, haha. The opening cutscene to my game just... became the whole game lol. Hope you'll keep at it and take on more jams in future!
That progress bar is evil though.
Wow! Seriously fun game. A little bit of a learning curve but the I got totally hooked. Others are mentioning difficulty -- I don't think it's too much of an issue. I think maybe there could be a kind of handicap situation where each death gives a nominal stat increase, just so that any amount of playtime slowly raises the skill floor, but I personally enjoyed the challenge and didn't mind the repeated attempts at all, since the controls became really intuitive. Perhaps you could make each death seem a little less menu-y and a bit more 'instant respawn' to keep the flow of the game going -- current death pop-up could be a temporary HUD pop-up as a new ship spawns in right away.
Also -- holy programming. I think starting to even think about how to program it might induce a migraine. Watching the trajectory just... be correct... was crazy. Also, I'm not sure what, but I feel like you should do something when all settings of thrust will result in a crash -- it's a very particular kinda 'oh shit' feeling that I think you should play up, haha.
I found myself a little disappointed there wasn't more to play once I beat the final level! Remarkable entry, full marks from me, bravo.
Frankly, I'm pretty god-awful at shooters, but something about the atmosphere you all created here compelled me to really try and beat your game! I've played for a couple hours now but I can't get past the 5th stage! I'm probably gonna keep trying even after the jam is over haha.
In any case, really lovely work. I maybe had some slight performance issues? but that's totally on my end and not a major flaw. Great little UX feature with the letter dissolving animation playing exactly when you complete the mission -- no guessing 'was that a headshot?'. I personally would have cranked up the timeslow a little bit more per rotation (especially for noobs like me), and made it renew at the end of each new rotation, but I understand that there's a difficulty balance to be struck (i.e. the 3rd stage is more difficult precisely because after 720 and 1080, the time scale is far more back to normal.
In any case, these are minor grievances. Full marks from me!
Had a fun time with this game! The basic mechanic actually handled really quite well IMO. I do think you needed to be more explicit about the wall jump and roll mechanics since I was such on the second screen for a while until I figured out you can just kinda click to chain wall jumps, though it also control relative well once I'd figured that out. The rolling was also a bit hazy to understand, but I did eventually figure out that you basically just needed to spin dash into the tile in front of the hole.
I will say -- you really have a knack for level design! Super inventive with fresh concepts on each screen.
Super solid concept and great basic implementation -- with some further refinement and UX adjustment, I can absolutely see this becoming the next Jump King 📦🎂
Great styling! I'm not sure I super understood how the combat worked, more of a tutorial might have been nice (unless I somehow missed it!)? The practice mode was good, but even just a few explanatory boxes during it would have been illuminating. I like how you have the many different characters to face off against, though it would be really great if they had really (more?) noticeably distinct play styles that forces you to adapt over the course of the game. The battles got a little bit grindy otherwise, though the story beats in kept the game refreshing. Overall, a sweet entry!
I think your directional movement code might be bugged! It's impossible to drive forward south while the car is facing south :P
From what I can tell, I think your current movement code could be reconstructed something like this:
angle = (variance from facing north, ±180 degrees)
xAcceleration = angle * speed * upInput
yAcceleration = ( upInput * speed * (180 - |angle|) ) + ( downInput * (|(angle - 45) % 180| - 90) )
...which has some odd quirks like the fastest way to go north being to face south west and press both the up and down keys, lol.
You probably want something more like:
xAcceleration = sin(angle) * speed * (upInput - downInput)
yAcceleration = cos(angle) * speed * (upInput - downInput)
Anyway. The game 'packaging' gave me a chuckle, that's for sure!
Hello everyone! If you're having trouble unlocking the Good Ending, I've made a quick video to help point the way (that doesn't contain any spoilers for the final cutscene)!
(breaking) cycles - bts & how to get the good ending (3m25s)
Even it's arguably a tiny bit obtuse to get there, I really hope you'll all play to see the ending because it's seriously cool, if I may say so myself!
Either way, thank you all for the love so far. I'll make a point to get to everybody's game who comments :))
Happy jam!
I really like this concept, it's kind of like a detective game of your own life, really interesting! I think I may have had some bugs, moving between levels before collecting all of the clues and then having to loop back around, I couldn't really tell whether this was intentional? I also wish the flavour text wasn't timed, and instead that I could click once to inspect an object, and then a second time to dismiss the text? But in any case reaching the fun little end screen was very satisfying. Nice work!
Yeah so basically holy shit. I love the dithered graphics mixed with the manga printing techniques, just sick. Seems like a visual style you've developed for yourself which I really gotta respect. What really got me was the writing though, oh my god, somehow genuinely triggering me for a situation I've never been in! Really sparked a primal terror in me, congratulations, haha. A true 10/10.
Wowowow, loved this a lot! The art style was really fresh and well done, and the story was definitely really intriguing, a super fun fake-out in the middle.
I have a few nitpicks for you, though these are so minor, they haven't had any bearing on my rating (if you know what i'm 5aying).
I'm not sure of the capabilities of your engine, but I really really recommend changing the font -- your beautiful visuals deserve more than Verdana!! Nothing too kitsch, just something that understatedly matches the vibe of the game, (a brief look on Google Fonts, maybe something like 'Quicksand'?). It will really take your game from looking like somebody's pet project, into a bona fide, professional and artistic visual novel. Furthermore, using different fonts (if possible) for just the different character names can instantly help the reader more clearly and instinctually understand who is talking, esp for people with CVD or reading processing impairments.
Secondly, your writing is definitely solid, the characters are fun, but I'd love to see them pushed beyond just being 'the peppy one', or 'the moody one', or 'the arcane one'. Your visual character design is just so unique and original, but personality-wise, I feel like I've seen already these characters before, y'know? So just pushing, developing the characters further, making them kinda weirder, really, and trying to pull away from the cliches of character writing. Kind of hand-wavy feedback, but just a direction for to consider working on.
Anyway, fussing about aside, I super loved this, you did absolutely fantastic.
Thanks so much for playing!
Yes, super valid critique. There's a delicate balance between punishing the player for being careless with where they finish their path and making the next targets be in impossibly difficult spots to get to. My plan was to make bonking into the carcasses nudge them slightly, and then if you rammed them 2/3 times, you could destroy them too. This way, a skillful player can try to play carefully, setting themself up nicely, weaving around the carcasses, and using as minimal dashes as possible, while if a novice player gets stuck, they always have an 'out' by kind of brute-forcing it. (Not how I would personally like the player to play the game, but if I can make the carcass destruction satisfying in its own right, then this could be fun in its own way.) But I just kind of ran out of time for that stuff, and focused on finishing the narrative component 😅
Maybe I'll polish stuff up and release it more properly at some point. This was my first time entering a game jam, and my first released game in 5 years, so thank you for the encouragement!
I absolutely adore the styling of the game, super cool, you have a great eye. As another comment says, I had issues with the gun tracking my mouse correctly, I basically couldn't aim at all. Also, even once you die, you're still able to shoot, haha. All the same, I managed to destroy the copter thing, which was cool. I got a message in response, although it kind of seemed like it got cut off? Not sure.
Anyway, really cool vibe, great work.
I really quite like the concept of the game, the switching between the two characters is a really interesting mechanic, but I think I failed to follow along exactly how the two different levels interacted with one another, and I might have accidentally cheesed a section? I got to a point where Seal was in a room with four runes and a blocked door, and Mouse was at a point where he had to seemingly impossible jump. I tried different things but ultimately was stuck and unfortunately wasn't able to finish the game.
But I really think there's something interesting here! You've gone in a super unique direction from the theme for sure. The game is undeniably teeming with personality.
Very novel concept, and great job with the incremental progression of mechanics, felt very well-paced
For my notes: I wish the drinking animation didn't take so long, or maybe only played the first time? I also felt like there was a little too much slow back-and-forth. From a UX perspective, you should definietely be able to push bodies too, and it should be a little faster. I also got a little stuck on level 3 since there was a bit of a lack of direction, or maybe I'm just a little slow, haha.
But beside those nit-picks, you have a really cool concept on your hands, I think it could turn into something super great! Excellent work!
Edit: I reread this and I feel I came across as far more harsh and demoralising then I meant to be. If I can stress: I think the game is super cool, a great concept and clever take of the theme. You did really well. I was clearly just freshly frustrated by the bugs I encountered at the time of writing, haha.
Original comment:
I really like the concept and style of your game, but I had some issues that stopped me from really having a good time with it. I'm sure there were well-crafted interesting intended solutions for all of the puzzles, but the controls were a bit wonky and inconsitent, and the dead-body mechanic too chaotic and unpredictable that it was kind of just a case of mindlessly messing around until I made it past an area. It was also frustrating to make a difficult jump, only to realise you had to die to continue, without a checkpoint post-jump -- it felt like your achievement was for nothing, and made sections really laborious. Most critically, I had a bad bug with the checkpoints where they wouldn't properly update, and I kept getting sent to the one before the crusher wave section. I pressed on, and made it to the end of the platform ride, activated the checkpoint up the top, died, and then was sent all the way back down, so it was a little rough. Obviously it was a bug, not your intention, not your fault, but all the same I wish I could have beaten your game! I'm sure there was a lot of cool stuff I missed.
With all that being said, I adore the style and aesthetic of the game, the intro was super funny and it's conceptually/thematically really strong. Fantastic work, great job.
Super cute game! Love the idea, and the choice of taking the defeated foe as your own or strengthening your own guy.
I think I had an issue of losing the first battle and then immediately becoming softlocked? But I reset a couple times and managed to beat the game. I do think the battle system could use some work -- RPS is cool, but unless I'm missing anything, it's just kind of random chance which one to use? I thought that maybe certain enemies could only use certain types and you might have to judge what you think they can do, but it seems like all of them could do anything, so you might as well just keep clicking your monster's strongest stat and pray from the best, haha. At one point also, I had a monster I liked, and then I tried reviving a carcass, and then it gave me a monster I didn't want, but it seemed like I was stuck with it now, which was a little annoying.
Anyway! Critique aside, I love the concept, the art was super fun, and I think you could totally turn this into something super cool. Fantastic job!
Nice atmosphere and vibe, very creepy. The graphics also looks quite nicely polished.
My main feedback is that there's a bit of a lack of novelty, the game is a little generic. The overly branchy paths of the map aren't too interesting and really only lead to confusion about where to go. Maybe the monster stalking you was meant to be that interesting feature, but once you realise you can outrun it, it's totally trivialised. I also feel like the approach to the theme 'death is an opportunity' is somewhat superficial. I managed to beat the game before losing all my lives, but what would happen if I did? I could just start a new game, no? I feel you could have integrated the idea more -- maybe with each death, your connection to the monster heightens, you run faster and get minor wallhacks, but the monster's ability to detect you increases too? There's a rising tension, each run becomes faster-paced as the stakes increase. Something like that.
In any case, you clearly have quite a knack for crafting a cohesive vibe, and the level is impressively extensive and varied for a game jam, so I really commend you on that! Great job and would be excited to see where you might take this concept!
Great concept, definitely could turn into something super cool! You did well you give the overworld/afterlife very distinct vibes. Excellent use of limited lighting both as a mechanic and as an aesthetic choice, gives a great vibe to the game.
Obviously would be great if the level was longer and had some more difficult puzzles, but you've made an excellent, unique and vibey 'vertical slice' of the game here! Great job!
I'd really love to actually try play the game if you could upload the whole Unity folder as a zip? Just make a new project upload and I'll check it out. In any case:
You say you messed up because the game is "based off dialogue and graphics when I know nothing of the sorts" -- you seem to be falsely assuming that you can't start a thing until you're good at it. A very backwards idea. How else are you supposed to get good at doing writing and art for games if you don't do writing and art for games?
I suspect that you were very happy with your concept of a game, that you had a grand, perfect vision for what it was going to be. Your disappointment, then, comes from the disparity between what you thought you were going to make, and what you actually were able to make. Maybe you feel foolish, and it seems natural to beat yourself up, but be careful: don't beat yourself up for your lack of ability (it is okay to still be learning), what you need to challenge is the expectations/standards you hold for yourself. So long as you hold youself to such an impossibly high standard, you're doomed to let every genuinely helpful learner project be a gut-punch to your esteem. It's like cursing yourself out for successfully playing piano scales because you're not playing solfeggio in C minor.
Basically, if I'm not able to play your game for more specific helpful feedback, a word of advice: make simple, tiny games, and work to polish them a bunch. Even allow them to be bad, and know that it says nothing about you.
If you perceive this stepping-stone as a pothole, as you seem to be doing, that is actually what will be 'messing up'.
Hahahah, super charming and funny, loved it!
Only super minor feedback: some of the jokes in the vocal performance were spoiled by the whole line's text being visible, maybe if the text scrolled visible, some the bits would have landed even harder? At the same time there's a lot of back-tracking and replaying so you do want to minimise the amount of clicking the player had to do, so meh. Also, it would have been handy to see which runes we had collected, just to help keep track, but that's such a tiny nit-pick, I was more or less able to keep track anyhow.
Amazing job, got many genuine chuckles out of me!


