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Signol_Games

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A member registered Aug 24, 2018 · View creator page →

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I really got trolled

This is a wonderful concept and execution. Finishing it was super satisfying. I felt like the game doesn't have many ways to fail, which made it feel chill but slightly less engaging.

Reading the book names was funny! Are the titles and authors randomly generated?

Super fun!! It's the perfect level of platforming challenge without the fear of losing progress like in Getting Over It 

I love the vibes of this game, and the weirdness of it. I fell during the platforming section, but I didn't die, and wasn't sure what to do next.

The art is so cute!!!! Very good character design

This is a wonderful love letter to flash games. It borrows some iconic features (artstyle, SFX, upgrade system) and turns them into something unique and creative.

I love the sprawling layout of the rollercoaster with new sections to incrementally discover. Requiring me to reach certain areas to unlock upgrades is a clever idea. I wish there was a way to view the coaster as a whole, or at least view sections I've visited.

This game feels cohesive and super satisfying to play

The artwork, sound design, and level design make this game feel extremely immersive! Yall should be super proud.

The rewind mechanic itself has loads of potential, but it doesn't feel satisfying to me yet. It's not clear to me when or where I can rewind the bullet. For instance, I wish I could reliably rewind the bullet midair.

I'd love to see this game with a more developed game loop with objectives and a lose/win state. I think it could be extremely fun and addicting if you nail the gamefeel just right

I love the push-and-pull of rewinding. It is useful in the moment but spawns troublesome enemies, letting players choose how much risk they want to take.

The knockback felt a little too strong. Also, did the enemies loop too? It seemed like many of them just leave the screen, which leaves me wondering why I should bother shooting them at all instead of just dodging.

This game is pretty addicting! I'm averaging around 40 seconds.

The squash-and-stretch on the characters adds a lot of personality and comedy!

I would love to see levels where intentionally pushing yourself is part of the solution

This is very impressive for one of your first games! I got to wave 8.

The character felt a little floaty at times. I would like to try this game with a higher movement acceleration, jump force, and gravity, so I can dodge more fluidly.

I think this game is extremely clever. Each level challenged me to learn something new within the limited set of mechanics. 

The UI and audio are extremely slick. The subtle camera pan with mouse movement feels so good, and there was 0 friction when I wanted to place, move, combine, remove buildings.

I didn't realize at first that there were a set number of loops per level. I eventually noticed the UI at the center, which I had first assumed to be a restart icon.

Our two jam entries had similar ideas about crafting but very different genres and execution, which was awesome to see.

I agree the game needs a few tweaks. I chose not to allow players to pick up spears directly after crafting them because I wanted the crafting process to take multiple steps. I try encouraging players to juggle multiple crafting instances in parallel at different points on the circle. The spawnrate is currently a bit too oppressive for players to discover and practice that rhythm.

And all the SFX was done with my mouth >:))

Thanks for checking out the game! There are a couple things I’d like to change to make those things less difficult to deal with. I want to add an arrow pointing downward towards the circle center when holding a spear to help players aim. Id like to adjust the enemy hitboxes and also their movement speed so theyre a bit easier to dodge. And of course, the enemy spawnrate!

This is a really fun platformer! The music is jamming and I felt myself getting into it up until the end.

The character controller very much felt like an Unreal controller, which isn't necessarily bad, but I would like to see it have a more custom implementation that fits the feeling of this game better.

This game is dripping with juice in the best possible way. Everything feels groovy and aligned, and the combat is addicting. 

In the first few levels, I arranged my moves in different rhythmically pleasing ways, but then I settled on a pattern I thought was optimal for gameplay and never thought about it again (alternate 4 attacks and then 4 moves with shields interspaced evenly). How could you incentivize players to try making new patterns?

This is one of my favorites I've played from this jam, and it's amazing that it was made by one person. Huge congrats!!

This game is fascinating. I thought the dialogue was funny and I liked tinkering around. I'm an objective-focused person though, and I think it would be cool to try recreating a provided loop

I play a lot of puzzle games, but the later levels were extremely challenging for me (especially the one with the tall and short box). Your levels support and showcase your mechanics very well.

I love the music and setting of this game especially. The gameplay is straightforward but executed beautifully.

The atmosphere is excellent! It took me a bit to realize what I was supposed to do, but I wasn't able to complete the game because I could only find 2 hydraulics.

I hadn't heard of a "loupe" before, that was a cool inspiration.

Also, I tried playing at a resolution of 3840x2160 and there were thick black bars at the top and bottom of my screen that made the game near unplayable. Once I realized they weren't intentional, I had to downsize my resolution.

I agree about the tough balancing, If nothing else, I wish I could add 2 extra seconds before the first enemy spawns. As is, a player must miss basically no opportunities in the earlygame to establish a stable resource stockpile.

Thank you very much for your time and kind words :))

I love this concept. As a player, I like having goals to work towards and expanding the track towards bonuses. It was cool to see how the tracks fits together and is different every time.

 However, I felt I had little control over which three expansions I was offered, and I would get blocked from critical time pickups. The best score I was able to get was 15.

Congrats on your submission!

This is a solid prototype! Aside from the cute hell theming, I don't see much that mechanically differentiates the game from Overcooked. I also don't see a clear connection to the Loop theme. 

Further development and polish would really help this game. Consider what sorts of hell-related twists you could add to the gameplay to make it feel really unique. Maybe the kitchen catching fire could be used to your advantage?

I haven't seen a player-recording system be implemented in this way. It felt very intuitive and interesting. 

Congrats on your submission!

It's unfortunate that the build seems broken :(

Congratulations on your submission regardless, and I hope you get a chance to fix it post-jam.

I thought the game started slowly because the first few levels introduce the single-directional gossipers one-by-one. I was really happy to see the levels get more challenging toward the end.

The theming, sound design, and art assets were so charming and creative. I liked watching the gossip lines pass between people, though I wish that sequence was a bit faster.

This game has a crazy level of polish and worldbuilding for a jam game. I approach most of these entries with a critical eye, but I just started having a good time and forgot it was a jam game altogether.

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I feel like I followed all the rules so perfectly but I still regularly got like 75-80% :(

I wish I got feedback about which samples I misclassified at the end of each day.

Super fun tho!!

This game and artstyle is super cute! The looping reminds me of the game Minit in a good way. The information involving keys on my keyboard to press and hold feels a little arbitrary, but it was enjoyable to learn how to pass obstacles.

This game has a lot of charm, and doesn't feel condescending as many programming-based games often do. 

I had to do a lot of experimentation to determine the exact effects of the instructions, because the left/right blocks in particular are not immediately intuitive. Once I understood that turning is delayed by one turn while Going, and that turning does not happen when against a wall, things started making more sense.

The artstyle in particular is awesome. The par was pretty simple to beat in each level once I understood the instructions.

This was an interesting experience, so it's unfortunate that the story didn't have much time to develop in the short runtime. I would like to hear more about the world and characters, but I'm left with more questions than answers.

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I love how the bloodlust/attention meter encourages the player to create dangerous scenarios. It's faster (and therefore more points?) to snipe other clones with your spear, eventually resulting in a bullet-hell situation. It makes for a much more interesting game than always killing your past selves point-blank.

I would love to see attacks telegraphed preemptively, like getting a warning of the direction a gladiator will throw the spear half a second beforehand. Currently, I often die adjacent to attacks I forgot I recorded!

Super creative and fun :) Congrats on getting a leaderboard in too, that's not easy for a game jam.

I love how you designed enemies to be both obstacles and opportunities. Teleporting to a stunned enemy to reposition for a web is very satisfying. I would love to see some more level variety, maybe even procedurally generated.

Awesome premise and execution!

This game has a cute premise but contains surprisingly spooky moments. I enjoy thinking about my routes, though I could often get away with circling around the border of the maps. The stamina mechanic makes me a be a bit more thoughtful, so I think that was a smart addition.

The "oh no" level is nuts. While I believe it is possible, it unfortunately killed the pacing of the game for me. I think it should have been reserved as some sort of bonus level.

This  game is amazing!!!!!! A Rhythm+Memory game seems like such a natural fit that it's mindblowing I haven't seen that combo before. The call-and-response made me feel so involved with the tracks. And every song is genuinely so groovy and banging.

However, there has GOT to be a better way to display this game visually. It was initially difficult for me to figure out how the game worked, and once I got into it, I really struggled to understand which section was happening and which section was coming next. I was rarely ready to react when it was my turn, especially in the harder songs (So It Rocks beatmap is insane btw).

I really appreciate how many options you give the player. Implementing 4 tracks with 5 modes each is so nuts. And it's so considerate that you allow players to bind their own keys.

I would LOVE to see this developed further. I'm a sucker for rhythm games with quirky mechanics.

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I love the core concept here of repeating an obstacle course with an additional ability each time. The new ability recontextualizes the route with each loop. 

My biggest pain point is with the implementation of the character controller, specifically the player's bounciness. Jumping immediately after landing is impossible, so players must wait after each jump. This hurts the momentum that players ought to feel in this speed-focused game.

Character controllers can get super complicated, so I think you did an excellent job in the timeframe. With some refinements to the movement and more non-linear levels, I can see this game being super fun.

The choice of music, black silhouettes, and dynamic dragon following the player create a fascinating atmosphere. Unfortunately, even after reaching the "Unfortunately, this is all" room, I feel like I haven't understood the game's premise. My best guess is that the dragon's tail causes rooms to be reset, although I formed this theory only after a couple minutes of confusion about how the switches and gates worked.

There's a very interesting idea in here, and I hope to see a more developed map to support it.

This game packs a lot of variety. I enjoy the barrage powerups and evolving threats. The sound design really shines here and adds a lot to the feel of the game.

This was cute and relaxing. It felt very grounded. I couldn't figure out how to load the car so I strafe-walked diagonally everywhere (don't forget to normalize the movement vector!)

The gameplay didn't seem especially innovative from the two days I played through, but it felt cohesive and chill.

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This game is extremely creative and has an insane amount of depth, strategy, and metaprogression for a jam game. It was really fun trying to find broken combos to abuse and buying out every shop (getting a column of orange-boosted carbon fiber is crazy!!)

I softlocked myself a couple times by accidentally selling all my remaining yarn. Also, I only discovered one pattern (a column). A square pattern was alluded to, but I wish patterns were a little easier to discover.