Perfect art and sound design.The concept of working with past versions of yourself to push forward toward the goal is brilliant! Bravo!
Team Moirai
Creator of
Recent community posts
Your suggestions are incredibly valuable. You’re absolutely right—the lack of detailed in-game guidance for objectives was indeed a shortcoming of this Jam. Due to time constraints, I ended up condensing some originally planned in-game designs into the description as a shortcut.
And we’re totally on the same page about expanding into distinct zones! I’m currently designing varied environments to enrich the gameplay, with updates coming post-Jam~ 🚀
Masterful game design! The escalating challenge through cyclical loops feels brutally satisfying, while the bullet-time scoping mechanic instantly transported me back to SOULHOT. And ‘killing your past self’? Pure The Butterfly Effect genius—a hauntingly brilliant twist.
This is the most irresistibly compelling game I’ve played all jam—a white-knuckle challenge that’s compulsively playable!
No, brother, this isn’t your issue at all.
Your feedback is pure growth fuel for me, and I’m deeply grateful for your insights! Truth is, the goal and controls shouldn’t live outside the game… but gameplay dev swallowed all my time. So…
Let’s savor every jam, absorb every golden nugget of advice, and keep forging ahead stronger!
Thank you so much for playtesting!
While the goal is mentioned in the description, the game admittedly lacks in-game guidance. The ball is the “World Engine” sustaining the cycle—each room’s identical layout is literally its doing!
As for the “radiator,” consider that a devilish little twist… or perhaps my version of a knowledge-lock. LMAO 😈
A strikingly unique art style paired with exquisitely crafted UI interactions—evoking strong Persona series vibes. The onboarding flow is masterfully executed. Truly brilliant work!
The lack of a ‘Not enough AP’ prompt might feel unintuitive for players new to turn-based systems, but this minor flaw hardly dims the game’s overall excellence.
Thank you for your encouragement!
As you rightly noted, some of the movement juice draws inspiration from Celeste—I deeply enjoy incorporating challenging platforming techniques into games to enable unique problem-solving approaches.
However, this focus left me only one hour for level design. The lack of polish (admittedly rough now) and planned combat/puzzle **loop **integration remains my biggest regret for this game jam. >_<

