I liked the game, great art and audio. Also very cool that you could carry momentum of the clone jump so it can boost you further. Could've used some sort of indicator which clone you're currently selecting to record, but it's a great submission for a gamejam!
Diamond Inferno
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I have to say, even after playing the most rated games this gamejam had to offer, this one deserves a spot in the top 10. The loop is obvious, the narrative is super cute, the mechanics are just difficult enough to get good at progressively and to top it all off, it has 3 difficulty levels so players can choose their own experience. The tutorial is text, which for the gamejam should be more than enough. For people who don't have enough patience to read the tutorial, their loss. The polish covered everything I could see and the audio was fantastic, 5 stars across the board.
Another thing which I saw in the comments under was an idea to port it to mobile. In this case, I have a suggestion, since I've played the game almost solely through moving right and rarely remembering that I can actually stop moving and go back to grab a heart, I think this game could easily be played with just forward movement (maybe you could choose a direction or it could be level specific if it contained multiple levels / planets). This way, you can have a thrust button in one corner of the screen and a cloak button in another which would be enough for 2 thumbs on mobile.
Another minor suggestion about the mechanic I loved the most which rewarded risky play, where you barely miss obstacles and gain fuel is, if it already is not implemented that is, to give more fuel on harder difficulties (potentially even gaining a star if you barely miss obstacles 5 times in a row). For extremely competitive people that love to show their skill, this would be a great challenge in my opinion.
Thank you very much for playing and we're really glad to hear you enjoyed it! If we had left the speed of the train as it was first implemented, it would've been impossible to lose, so we dialed it down enough to allow a few aliens to pass through even on mach speeds, after all, it wouldn't be fun playing indefinitely and it would focus the players to think hard what upgrade for turrets is best next :)
That's right, I tried using the burn mechanic each time I sent out the boomerang. I had most success when I was able to perfectly match the timing of the loop closing and hitting space, but sometimes the boomerang swerved off a bit because of hitting the enemies and thus the loop would be incomplete. There were also times when the particle for burn appeared inside the loop, but the enemies remained untouched for some reason. Hope this helps!
Wow, such a similar game to ours! I'm really glad to see a bit of a different take on it where you have coins instead of exp as we were thinking of which option to go! I'm not sure how, but I couldn't place turrets on the outer rings, instead they stacked on the first ring and hence was impossible to lose, but great fun while building the carts!
The game is very impressive for such a short time frame, I can see it becoming a full-fledged title with more polish and features! On the other hand, the gameplay is a tad too slow and a lot of it depends on the rng of the planet seemingly. Unfortunately it also crashed after 30 minutes of play, perhaps right around the mark the asteroid should be falling. Nonetheless great effort! Right, I also recommend not playing in browser because spamming click micro-freezes the game for some reason, which doesn't happen if downloaded!
I loved the game, it was quite novel and the art is beautiful, especially the ink shader. I did find the controlling of the ink pen to be a bit unreliable from time to time, but you can group enemies and perform swift kills instead of getting fancy. It would've been great if some sort of upgrade system was implemented between the scenes so the ink would last longer, but that would probably make it less challenging. Great submission in any case!

Hahah you got us there, the sudden slowing down of the train was a last minute addition to balance out the overpowered train that could knock away infinite enemies. Had we more time, a bar and an upgrade card would be available to tweak the balance of it further! Thank you for playing the game and we're glad to hear you enjoyed it :)
I'm not really sure how the comment under played the game, but I found the looping all around the game, like when you don't find the mimic you just try again until you get it right and reading notes and emails again and again until you figure it out, it's like detective work! Really scary too, and the murders were really grotesque which added to suspense. Great game!
This was an amazing game for sure! I loved it and I loved the ways you could use the salt creatively! I won't spoil more, but I did find the secret :3 This could easily be a title if worked on more! And I also wonder which engine this was made on?? Shame there wasn't a proper ending screen to the game, like you eliminated all the demons :s
Thank you very much for the extensive feedback! We were unsure how visible the radius needed to be, as at first it was glowy and visible, but it overlapped the enemies and it became too chaotic once you got a few turrets. Different loop shapes, something we thought about, though for the 48 hours we had was too difficult to implement, so we made it simple, but thank you for reinforcing our idea! About the UI, it had 2 bars, top one is for EXP so you can see how much you need until lvl up and the bottom for HP, but definitely could have been done differently, totally agree! Anyways, we're really glad you enjoyed the game!



















