The game had some really nice artwork and character designs, they were really enjoyable to see! The music was also well done. I had the same issue as the comment below, where I kept advancing but didn't see the dialogue change. I was also able to break the game in a couple ways, nothing major, but I was able to escape the boundaries and wander off forever into the green void, and if I tried going behind some structures like the tree or the coop, my character would be superimposed in front of it. I also think your characters could face different directions and turn to face you, which would make them feel more natural. I think what happened with the dialogue was an unfortunate glitch, and I would hate to see a good story and game idea go to waste because of it. If you're able to patch out this glitch, I would love to download this game again and get to play through all of your hard work!
SudTheBud
Creator of
Recent community posts
This is such a goofy little RPG, I loved it. The characters were great, including their really fantastic character designs, and it was fun to talk to them and listen to their funny dialogue - Lassie never saying a single word while everyone talks to her is peak comedy. The story is simple but ridiculous. It was cool seeing an RPG twist with the lasso, as I've seen this Pokemon Ranger style mechanic being used for combat, but not for dialogue or interaction. Having the entire game be interacted with through the lasso was a brave but creative idea. It was incredibly clever how you made the lasso able to circle multiple people and see a potential conversation between them, I think there's a ton of potential in that alone, let alone all the other uses the lasso mechanic could potentially have. I think the combat left a little to be desired, as I believe this game should have supported mouse controls for the lasso and had the enemies had more distinct attacks and movement patterns instead - I know it's been done multiple times before, but I think the lasso as it was implemented in this version is a little wonky to control, though that may have been the point in order to raise the difficulty, for all I know. I also would have liked a concrete way to know that the game was over, I was expecting some sort of end screen and wasn't sure if there was anything more to see. Overall, really great adventure, I think it had some creative core gameplay concepts, and a really fun theme, world, characters, and story! Would love if this was ever expanded into a full game in the future, so we could explore the world and these characters further!
I loved so much about this game, it's a hidden gem. The gameplay is a unique mashup of Pokemon Ranger style combat and a roguelike, and it feels really fun to play! The movement feels just fun, especially when using the run mechanic, which I think makes the game intuitively a blast to play. I love how some upgrades are a choice between stat upgrades and some are a choice between abilities/powerups, it makes the rewards you get after obtaining stars feel more varied and less formulaic. I think what sells this game is the theme and art style, and how its integrated into the gameplay. The concept of having a literal pen run out limiting your ability to draw is really cool! I thought the run move was especially unique. The art style is a great mix of this cute hand drawn sprites and real images, which makes it pretty funny. The theme, art/UI style, and gameplay all being tied together really makes this a unique package with its own identity. The criticism I have comes from the balancing, I think the pen doesn't have enough ink to start with and the enemies pile on you way too much before you have enough upgrades to be able to beat them effectively. Overall, fantastic game, I really think deserves more ratings!
No problem! Wow, really impressive that you managed to rewrite that script in the last hour, that must've been stressful - I went through a similar situation with a last minute bug and I think if they didn't extend the deadline by an hour, I would've just about died. Makes me appreciate what you were able to do here even more!
A really nice, soothing game. I thought the gameplay was very relaxing, it was nice to punch in the letters and the UI for the notebook, the computer, the radio, and the GPS made it fun to interact with - and it taught me about Morse code, which is a plus! Edit: For the next couple italicized sentences, I didn't realize the endless mode has a timer, that's my bad. Left it in for posterity. I might have missed something, but I don't think there's any stakes to the game, like the possibility of messing up on a word and losing the round or getting a lower score. That's not necessarily a bad thing, not every game needs stakes after all, but maybe some sort of scoring system or some tangible reward, completion checklist, or cutscene would have been nice to encourage you to improve at the game (with of course a free play mode to just let you jam out letters at your own pace). I also didn't think the list of Morse code letters in the notebook was really necessary, unless you want a nice little handbook to just learn Morse code from, as typing in the dots and dashes to see the letters on the computer pretty much achieves the same result - maybe having the notebook's Morse code guide play into the gameplay would be a good idea. I really loved the presentation, the 3D models were great, and going back to the UI, it really sold me into the game and made it feel more like I was there! Really fantastic job on this game, this one was a unique concept and an atmospheric, relaxing game loop!
Really creative concept for a roguelite game - I love twists on genres like these that are gameplay styles you wouldn't expect! The theming of the game was on point, I loved the main menu, the iconography throughout the game, and the upgrade menu selection, those were all nice touches. I thought your artwork, animation, and sound design were really great here. The gameplay was interesting and kind of relaxing to do, and I think on a technical level a track designer system like this is pretty impressive. I think I echo everyone else's sentiments in this comment section when I say that the game could use some balance tweaks - I found that the number of passengers required scaled up really quickly, which made some rounds mathematically impossible as soon as you started. I think that's an underappreciated problem with the gameplay, as I think the best roguelites give you a chance to succeed even with no upgrades if you're skilled enough, whereas with this game, if you've chosen the wrong set of upgrades, at some point it's over before it begins. I think beyond balancing the game, some tweak to the core gameplay loop that would allow the player to succeed at any round with the right choices, the right skills, and the right luck would really make this game fun to play no matter the round. Overall, a very creative idea for the genre, with a really fun and relaxing game loop and some great theming - with some more work to the gameplay and balancing, this could be a really creative, slower paced take on roguelites that stands out, and I'd like to see it expanded upon in the future!
This has some really clever game design! At first, I wasn't sure how to feel about the turrets being able to hit you, but then I realized the cleverness in it: because you want to fight enemies, you buy more turrets... but because the turrets hit you, you want to spend money expanding the snake instead instead of getting really good turrets that autotarget... but because the snake expansion gets more expensive, it's riskier to have the snake get hit... but because its riskier to have the snake get hit, you have to buy more turrets. You get put into a constant decision making loop that's fun to manage! I also really enjoyed the art style, and I think this is a polished game overall, although its missing some things like main menu music and some effect when enemies die. Overall, really great job and some impressive game design!
I thought this was a really clever concept and subverted my expectations! The art was nice and professional, and the music was a really clever use of the clicking sound. The platforming is a bit choppy (that may just be a web version thing). It's also a bit tedious having to answer the questions again after dying - I think the way to alleviate this without losing the core concept would be to have the player have a few lives or some time to get out of an obstacle before they die, and to zoom out the camera so what's in front of you is more visible. Great work!
I spotted this game through your video that you posted discussing its development. This game seems really polished and well done! Reminds me a lot of Roller Coaster Tycoon... which I never played, so I cant actually speak to how valid this comparison is haha. The art style/visuals are really solid, and the sound effects are pretty great for creating and riding the tracks. I think the controls are decent given the amount of functions you're able to do, and what you're able to do in this game is really technically impressive! I struggled to get past the tutorial, however, as I couldn't build enough momentum to reach the highest orb - considering most of the other comments haven't mentioned it, I'm going to give the benefit of the doubt and say that I'm stupid. Really polished and nicely made game, impressive work!
The audio flashbanged me but it was ridiculous so I can give it a pass lol. The actual game concept a nice twist, and I like how you had some obstacles like the lasers to change it up. It may just be, but I think this game has glitches at some points, such as how the snake's body gets cut off from some tiles, and sometimes the head has straight up detached from the body and ignored all my inputs and died. Overall, solid concept and funny execution. Kudos!
I enjoyed this little Pokemon Ranger type concept. I think the art that you have is really good, I like games set in the sky with a lot of clouds and I enjoyed the work that you did on that front, it reminds me of that section from Chrono Trigger where they're in the sky. I think the game may either be too easy or I can't tell when I'm taking damage, so depending on which it is I would probably recommend to either have the game controllable by keys or an on-screen knob or something instead, or have a clear indicator of what my HP is and when I'm taking damage (some visual and auditory feedback would be nice). Good work on the game!
Thought this was a nice simple game with some good art! The controls are tough, but I think that's what makes it challenging to play. The pirates, though, have AI that will hone in on you like a hawk and be right on your tail - I think the enemy AI would need to be tweaked in the future to make the game less challenging. Nice work!
Really nice game! I thought the ball was fun to control, especially with the feedback and sound design - I especially love the squash and stretch as the ball move around, an overlooked but appreciated detail that gives the game more life. It's honestly fun to just move around as the ball, which I think makes a game intuitively good. I love the Mirror's Edge aesthetic and vibe you've got going on here, and I really enjoyed the world, especially with the massive arch above that adds some atmosphere to the game as well as the tiny bit of lore that makes the game more enjoyable. The fact that the connection to the theme of "loop" is in the story itself with a loop shaped world that you have to get around is really clever. The characters in the game were creative concepts and fun to talk to, and some of the dialogue is pretty funny. Going from here, I think the game just needs some polish (especially with the camera that clips into the floor a lot), expanding on the concept and the world and the levels, and making the ball feel a bit more animated and sort of present in the world, if you know what I mean. Kudos!
Incredible game! Great artwork, great audio, good feedback when things are happening on screen, and super creative and addicting game loop that that's really fun to play. The main mechanic is really fun and challenging, yet you can master it with skill. A really great take on the roguelike formula! Bravo!
I think your solution is really interesting, although I wonder if all the characters would be able to fit. It might work if there's a bit of a 3D effect, where part of the loop appears in front, and part of the loop appears behind and faded a little bit so it looks like it's a bit behind the screen. It would also probably allow for some loops that could be shown above to detail the history of the characters you entered.
That's awesome that our algorithms ended up being really quick! I guess we underestimate the power of machines, haha.
I was impressed by the character art, I thought that was really good! I also thought your incorporation of the "Alice in Wonderland" theme was well done, it's cool to see a lot of these characters as bosses and the really creative attacks that you came up with that were themed around them. I think the rewind mechanic is a good basis for something to be expanded upon, but I wasn't sure what role it has in the gameplay in this current state. I think the game could have benefitted from an active method of attacking or using the rewind mechanic to do so in clever ways, as right now it felt like the cat and the caterpillar damaged themselves without much input, and the queen was difficult to figure out how to beat. I see a lot of potential with this game, and I would love to see it expanded upon in the future! Kudos on the hard work!
This game is peak comedy. The gameplay is fairly simple, in fact maybe a little too slow for the first half, but the second half humbles you. I think maybe some more interesting obstacles that require you to use your jump more would be nice. I love the idea of using the washer filling up with water as a way to change the physics of the run partway through. The theme is really hilarious here, your 3D modelling, animation, art, and sound effects are on point. Great job, this was a fun one!
I think this is a highly underrated game, and I'm surprised you don't have more reviews. It's a creative fusion of two very different gameplay genres - auto clicker and RPG - and I think you did a good job trying to execute that. It actually takes some creativity and skill to think about the game design behind how two very different genres like that could work together. On top of that, you gave it a fun 90s OS and vaporwave theme, with the different mechanics and iconography based on that theme. Overall, it makes for a really creative package that does a lot to forge its own identity!
In terms of game design, the levels weren't all that difficult except for the last one, and even then it didn't take too much work to defeat - I think some balancing is required to make this game challenging to "beat" unless you have the right upgrades. I also am not sure about the level structure of the game at large, and I feel like it might be better to have the player always battling like in a traditional autoclicker, with penalties on certain stats for losing a battle and something like a boss battle appearing occassionally, similar to a golden cookie in Cookie Clicker. I also think some of the helper functions aren't necessary, such as XP up, and they might make the game too easy. In the future, these could be reworked to be more strategic, strategy being core to an RPG (maybe have the use of these functions stop the action loop from going forward), or have them reworked to be part of a long term upgrade system. I don't think every user input should be eliminated, but some of these helper functions should probably be reworked into something different.
I thought the aesthetic was gorgeous! I really love the pixel art, the color palette is really pleasing, and the 90s OS and vaporwave theme gives a real sense of nostalgia. I'm a sucker for these, so you really hooked me with this one. Also love the CRT filter.
This game is a really great concept for an auto clicker and the basis to be expanded into something with clever game design, mechanics, and theming. I was very impressed by this, and I think its underrated considering what it tries to do with its game design - you all did a great job working on it! Kudos!
I thought this was a good platformer with a lot of potential to be expanded upon! You introduced some nice concepts, the gravity switching and the black/white holes, and gave them some narrative grounding - I think these could make for some insanely cool levels in a full game. The pixel art and lighting in this game is gorgeous, I really love what you did with it. I think for such an atmospheric game, some music and sound effects could have gone a long way. Some of the levels that use momentum to launch you, such as the tree level, were rather unintuitive and tough to figure out how to do. I also think it would have been nice to see a visual and narrative transition into new areas (I wasn't really sure why we went to the black/white hole void after leaving the broken city), and a bit more narrative context for why the game looped back around to the beginning would have been nice. Great job, I think this could be a basis for a full on game at some point!
Great polished game! Gets chaotic pretty fast. It did feel like I didn't have a lot of control or that it got overwhelming at some point, but I thought this was a really creative game concept that used a space theme well. Also really loved the art and sound effects, the presentation was really well done here! Kudos!
Cute little game! I love the cat sounds that get louder as you approach their position, and I enjoyed the little cat collection. I think that it would be nice to have the arrow point to the specific direction that the cat is in, and not just the horizontal direction, although I don't know if that would make the game easier. Also, I think there's some potential to add on to this! Maybe having some different types of cat that have unique mechanics, like cats that move in certain directions (unless they do do that and I missed it), or being able to interact with your collection of cats such as feeding them with the cat food you collect? Really great work!
Interesting to see your UI considerations along the way! Yeah, when I was playing your game it was pretty clear what order the letters were in and what words they formed, so I guess I took for granted how intuitive something like that would be for a player haha. I thought about doing something similar with the UI, with having a space on the right side where a list of words you entered would pop up so you could see it in a more readable horizontal format. I still want to do a word history mechanic, but now I think I would keep it as a smaller loop inside the bigger one - the player would probably be less confused if they could see the loop formatted the same way they solved it.
The list of words thing was such a pain lol. I think I might have seen the same GitHub repo, but given that I was under such little time and I was losing sleep, I didn't want to bother spending time going through thousands of words and removing inappropriate ones, so I had to just stick with something small (searching for that itself took like an hour). Wrote a Python script to extract all the words, take any word between 3 and 7 letters, and sort them by the first and last letter (i.e. "ad" : ["and", "ampersand"]), then dumped that in a JSON. The algorithm to find a few words that loop back around to each other had to backtrack, so I thought it would find itself in an instance where it would take a few seconds to find a valid loop especially with such a limited amount of words, but thankfully it seems to work fairly quickly.
Hey, other Loople creator! Really interesting to see how you took the same kind of concept in a different direction, and I thought it was very creative how loops were incorporated - especially since it's not a necessity to make a loop every round, it makes them all the more special when you do achieve them. Unfortunately, despite making a word game myself, I'm pretty bad at them and can't think more than two steps ahead for the life of me, so it was tough for me to get a high score 😅. Still, I enjoyed your game and admire the work it must have taken to develop this. I think from here, the game could go a long way with some polish: add some animations and sound effects when a letter is added and deleted, have an animation as well as some clearly visible calculations in the game for when the score is tallied up, a way to share your score, and I think this could make for a really fun published game! It was really great to check out each others' work, and I hope your game does great in the jam - kudos!
Oh wow, it's awesome to see another Loople creator - great minds think alike! I'm really curious to see how your game plays now.
I really appreciate the kind words. I did consider aligning the letters at first, but decided to rotate them thinking it would be more clear that the words at the top of the loop weren't spelled backwards. Looking back, that was probably a mistake. I didn't consider that some letters would look like others when rotated, though, so that was a nice catch!
Thanks so much for checking out the game, and for the dataset recommendation! It took me forever to find a decent enough wordbank that was also age appropriate - I was never able to find this word dataset while searching, so it's incredible that you were able to find it! I really appreciate you sending it my way!
This was a cute platformer! I like how you used the theme to portray a monotonous repetitive life, but had the days start getting weirder like a fever dream. I think the hitbox on the player/the enemies can be a bit unforgiving, and there were several times where I died right at the end of a level because a car came out of nowhere. This had a good amount of difficulty and twists on the concepts introduced in earlier levels, though. The art style was really nice and kinda atmospheric! Great job on the game!
I think you've got a good idea going here, especially for a fairly simple and straightforward game. The game definitely does start out very slow for a while, and it is a little odd seeing the circle shrink as the game goes forward. I also think the game can be a little repetitive - I know the theme is "loop," but I think something to change up the order of what keys you have to press would have been interesting. Keep up the good work!
