I did it! Wahoo! Simple concept which isn’t all that original, but it’s executed well. I love the handmade sound effects. The puzzles were pretty engaging. I was a bit surprised that some jumps actually required you to use coyote time as it is usually more of a feature to make jumps more forgiving. But once I got used to it it was actually a neat mechanic by itself.
pali
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The most cats I’ve ever carted. Fun game. I like how the gameplay guides you towards making loops while at the same time forcing you to adapt to the changing environment so it can’t just be the same loop over and over again. The golden tickekets suffer from lack of contrast a little, but that’s a minor nitpick. At first I thought it’d be annoying if multiple tickets pile up on top of another and you can’t see them, but then I realized that it basically does not matter and the mess adds to the experience. I also enjoy the skid marks, little effects like that are neat :)
Very cute. I love me a good incremental game and this one seems well polished. I like how the tile system ties into multiple things (unlocking upgrades, adjacency bonuses, tiles with modifiers on them). I finished the game after just one loop and I kind of missed out on some of the later upgrades, but it was still enjoyable. If the game was longer I’d be playing it even now :)
Very cute and fun. I like the seamlessness of going from a puzzle to a puzzle on the planet. And also nice attention to detail with how buttons seem to center a box dropped onto them. I grabbed the elephant and took them for a walk around the planet a bunch of times. I think I’m missing something obvious there, but at least the elephant got to see the whole world.
Thanks. The stars actually are in 3D space - the whole game is 3D (rendering-wise, not gameplay-wise), just kinda very subtly. I feel like we could have leaned into that a bit more, but we were not sure how. We tried experimenting with a camera that tilts a little but that made it less clear if you were encircling a star or not since the gameplay itself is 2D. Even the worm itself is 3D (with a dynamically generated ArrayMesh). See here for an early visualization of it:
Unfortunately we did not have enough time to include a tutorial / hints of some sort. So currently it is all just in the game’s description, which is less than ideal. The star color marks which civilization is controlling the star (think Stellaris if you played that).
I expected more of this style of time loop puzzle gameplay in this game. It’s not a new concept, but it’s executed well. I like how snappy it is. I can just spam a bunch of copies of myself and it all works nicely. It feels a bit counterintuitive that your body ends up levitating in the air after the end of the part of the loop where you lived, but I guess it is a crucial game mechanic.
Really enjoyable puzzles and lovely art style. I finished all the levels and I like that I had to do some non-trivial puzzle solving. :) The buttons could use some audio feedback when you press them.
Also you might want to disable the itch.io built-in fullscreen button, it overlaps with Unity’s fullscreen button and does not work for your game specifically. I’m pretty sure you can do this even mid-jam in project settings.
Very enjoyable art style and sounds. The animation of the astronaut rotating when you power up is especially cute. The gameplay itself is ok if a bit repetitive. But it’s nice that you sometimes have to enter a loop, wait for it to rotate and then exit on the other side. I actually like the controls. Plenty of games set in no gravity / no atmosphere do not do the angular momentum movement, but I appreciate that you did that.
Thanks for the feedback! I’m glad you enjoyed the worm’s trail. It’s not perfect, but I’m also very happy with how it turned out in the end.
The win condition was one of the last things we made and if we had more time I’d at the very least add statistics on the game over screen. Probably number of stars destroyed and total length you managed to gather. Currently the win / lose is too binary, I agree
We actually wanted to add a better visual HUD element and some cues (screen darkening etc.) for running out of length, but instead it was us who ran out of time. Sadly currently the only place where remaining length is communicated is the text at the bottom of the screen, which is far from ideal.
Thanks for enjoying the game <3
One of our brainstorming ideas was very similar to this hehe.
Well made and enjoyable, I had fun. Minor nitpicks: I do wish the simulation phase was a bit faster. It took me a while to figure out that I need to click the hamburger menu button to go back after finishing a level. It also took me a while to realize that I can move all non-asteroid bodies and not just the main planet.
The gameplay was not the most engaging thing ever. However, the visuals and the sound design and just the general vibe are absolutely stunning. I might straight up make a screenshot of the ending sequence into my desktop background.
Is it intentional that after the game ends and the title screen reappears you can no longer complete the triangle constellation on it? It would make narrative sense, but I’m not sure if you intended it or not.
Thank you :)
The controls being as they are were one of the first bits of the design. We wanted something that naturally pulls you into loops.
We spent probably more time on the aesthetics than on gameplay. One of the authors wanted to write some Stellaris-y shaders so that guided our visuals.
The worm design was meant to kind of be as if the hyperlanes/wormholes came alive and also were lit up as glow in the dark bodypaint on the body of the worm.
Very charming art style and fun gameplay! I love how you can still shoot the spinning guns even after your bubble gets popped, it adds to the experience when you are madly shooting all around yourself. The “ammo dispensers” mid-flight are also a good aspect of the game. You can hover at them to refill your ammo quite a bit, but you expose yourself to more danger and have to manage the bullet boosts in order to stay ammo positive. Very enjoyable!
Web build available at: https://ermith.github.io/muchroom/
Due to some technical issues we didn’t quite manage to get it working in time. Once uploads are unlocked again it will be available here too.