Thanks for playing! And don't let the top 10 leaderboard deceive you, 17 seconds is a great time :)
Ragtag Games
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Wow that was trippy as hell :)
Had a great time and played for a lot longer than I expected! The art and shaders and music and reverb-laden meows create an amazing atmosphere, and the gameplay, while simple, benefits from a lot of nice little design decisions; I liked the markers indicating where the purple orbs line up with your gun to help aim shots, and I liked the expression on the Cat God's face representing your overall health.
You two did a really good job with this one, good stuff!
Great series of mini-games - I loved the idea to flip the perspective from Phil to the mischievous groundhog! The artwork was really nicely done, and each of the mini-games was intuitive enough to grasp quickly, Wario-ware style :) The voiceover was a nice touch too! I'm very impressed you made all of these mini-games in just 4 days - great stuff guys!
Really nice puzzle game! The puzzles were tough but fair, and I really enjoyed the use of music beats and loops tying the gameplay to the theme. The art was great and, contrary to what some others have said, I found the game intuitive enough to understand without a tutorial with a little experimentation. Great stuff!
Fun game and a unique idea! The warping / looping mechanic was a great addition that saved my marble on more than one occasion. I think it could be improved by allowing you to rotate pipe and / or see the next pipe coming... just a few tweaks to smooth out the RNG a bit and allow you to plan ahead. But overall I really liked it, great stuff :)
Thanks for playing! I probably could have explained it better, but similar to the original Asteroids the way to brake or slow down is to thrust in the opposite direction.
But it's certainly possible to do the whole course without slowing down once (#1 is 7.9 seconds) - it's less about going slow and more about anticipating changes in direction ahead of time and boosting in advance to change course without losing speed.
Thanks so much for your kind words! From one TrackMania obsessive to another, I'm glad you enjoyed it!
14 seconds is a very respectable time :) The narrative more about venting against my day job that commentary on the jam itself, but I'm really like your interpretation
Thanks for suggestion to include your previous ghost (duh, how could I miss that), and I like the suggestion of showing the whole line too, that's a great addition that will come in a post-jam update!
Re: visual indicator for satellite locations - I considered that, but ultimately decided against it. I figured learning the map provides a way for all players to improve their time, even if they are unable to improve their time "mechanically" they will natural improve over a few runs.
Thanks again for playing and great feedback!
Thanks for playing, glad you liked it! That's a pretty respectable time you've got there :)
Glad you liked the narrative, that was added at the 11th hour when I realised "narrative" was voting category this year lol. Happy you got to see the "twist", I expect most players won't get that far (you need several time improvements to see it).
Good idea about zooming out before the action starts - makes a lot of sense, and doesn't detract too much from having to learn the map layout.
Thanks again!
This is fantastic! I loved the idea of overcoming a seemingly unbeatable boss by getting stronger each loop! This game has really well thought-out mechanics, like how you learn what attack power each "hour" corresponds to - a perfect mix between skill progression and numerical progression. You guys did a seriously great job!
Wow, this is really stylish - the graphics and audio are incredible! I like the combination of auto-battler with the loop theme, it fits really naturally! A bit nitpicky, but as others have said it would have been nice to have more information on the effects of the different carts in the shop. But overall this is a fantastic entry that has a lot of potential!
Thanks for playing Aqua-Dwarf-247 :) Thanks for the kind words, hopefully it wasn't too stressful lol.
Thanks also for the bug report, that's really helpful - there was probably some problem communicating with the server. I'll fix it in a post-jam update so that it handles it better. Great idea for the death counter too!
Loved it! Very fast-paced and addictive - the art and sound and gameplay are on point! A couple of really smart game design decisions bring it all together - monsters home in you but the red zone kills you, so you have lead them around the arena. And the dynamic between waiting for a larger red zone to kill more monsters leaves you with a smaller safe zone to escape to. 5/5 great stuff!



