in case you're still interested and haven't seen it, the creator made a video about this game
Truq
Creator of
Recent community posts
love the aesthetic and the vibe, and the game concept is pretty neat! it has problems with balancing and whatnot, but the thing that felt most annoying was that it was sometimes confusing why my units weren't attacking. i assume there's some sort of cooldown but it felt fairly long, and it felt like most of the time, my units would just walk away from an enemy and not attack, and once they're on the other end of the loop they can't reach so the enemy doesn't die for ages. maybe just a skill issue though. cool game!
Very very cool idea! Took replaying it once to figure out exactly what it was the game wanted for me but this is a very cool way of twisting the "Exit 8" style of gameplay, it's not just that you have to "spot anomalies" but that the game is actively trying to make you forget. I do wish it was more polished but I totally understand that this was already a lot to put in during just a short game jam. Nice work!
solid game feel, and i really love how the "bigger" collectibles look, it's very satisfying to collect them. the game takes a little bit to get fun, is fun for about two "runs", and then starts to be boring again.. there doesn't seem to be any good reason to kill enemies, it's better to just get a ton of fuel or shields and just ignore them, and once you're at that point it feels like there's not really any reason to keep playing. it would be nice if there was some other obvious reason to keep playing because it is fairly decently polished!
wow, very cool game! i really wish there were more indicators for how the game works, the belt buckle multiplier idea is really cool but it's a little unintuitive to figure out, sometimes you'll just get thrown out of a level without realising (until you figure out what's going on, which isn't obvious). it is very interesting to try and balance getting lots of loops with being able to actually reach your belt buckle. nice work!
interesting concept! there's definitely a solid game here, but the small number of puzzles and lackluster instructions are a bit of a disappointment. some sounds would be nice too! i managed to figure out how it works fairly quickly, but i think it's quite confusing that the "input" and "output" containers are on opposite ends of the screen when you're actually able to put the inputs and outputs anywhere on the collider. it might have been better to make the containers just be part of the tiles you place rather than separate. i did like how there was a little fact about quarks every time you completed a level though, very cute
really cute style, and i like the effect you get after a speed boost. it does feel a little clunky to play, it felt a little jittery (especially when you're moving quickly) and i'm not a huge fan of how the spider controls (after you loop around a bug, it seems to turn you 180 degrees, which means that if you're boosting you'll immediately slow down), but there's a lot of charm and potential here! oh, and i loved the dynamic music!
cute idea, i wish there were more obstacles, and that if you fell off, it would put you back on the track rather than resetting the game. i think that would encouraging improving each round and learning the track, rather than just going slowly the first 4 times. not only was it really easy to push the ghosts off, they also usually drove off the track themselves! i like the idea but it could use a lot of work :>
i think gmtk played this on stream! i'm gonna echo one of his critiques, which is that it would be nice if there was at least one other action that could be taken other than punching. i also don't feel that it really fits the theme, "looping" a level over and over is hardly enough when that's the main gameplay for almost every game. still, this is a pretty fun concept, kind of combining superhot and "free flow combat" from the arkham games and making it super duper simple. there's definitely potential here!
tough game, but interesting game loop (heh)! seems almost like the kind of flash game i would have spent hours on as a kid. the fact that the circles are moving towards the left of the screen actually makes this game a lot harder (and honestly a bit more annoying) because it means the loop you have to make has you moving your mouse much further to the left than you think, and once you're almost about to die it's almost impossible to actually complete a loop before your cursor hits the wall on the left edge. still, a nice game!
awesome! i'm in awe of people who can come up with such cool puzzles during a game jam, my brain would turn to mush. level 19 in particular made me laugh out loud and i enjoyed putting it into action. i do wish there was a way to skip the timer once you've done all of your actions for a run. also, it kind of seemed like level 20 was bugged? i unfortunately couldn't get past it, once i made the first character move to the right, they immediately fell into a hole. then, when the second character goes, the first character immediately disappears, so there's never a chance to spawn a platform underneath them (as in they disappear as soon as the game starts). nevertheless, very cool game!
interesting concept, but i wish there was just a bit more you could actually do to affect the race. I also wish the music had more than two bars haha
i also found the bug where you could regenerate the map during a race, and i'm not super sure but i'm pretty sure i managed to use it to win a race by constantly regenerating until most of the tiles were my character's "strong" tile. i feel like there's something interesting there!
Just like you, we had a problem with almost losing the project that wasted a bunch of time, so we weren't able to properly playtest! My biggest regret is just not making the upgrades waaaay cheaper, I feel like there's so much potential here if it wasn't so difficult to get points. It's definitely difficult to control! I'm not sure what I can do to make it easier, orbital mechanics are hard to handle by their very nature, but thank you for having fun with it regardless!
Very nice and minimal, it's a good little time waster game. I don't mind the lack of interactivity, but 1) it gets laggy on the two levels with tons of ships (i never made it past those), 2) enemies can seemingly shoot at your from the other side of the sun even though you can't reach them, and 3) it feels almost impossible to actually beat, the whole game just feels like you have to play it on repeat over and over until you've got enough permanent +1 unit and +50% health upgrades to get through those levels, which takes a lot of fun out of it all. still, a nice game!
really fun and creative, i love the animations and how the fly doesn't perfectly follow your cursor. i do question why there's a timer when it's an autoscroller, rather than it just showing how far through the train you are, but i suppose those are pretty much the same thing. the music got a little annoying, but when i went to the music settings i found it really charming that it was all laid out like a metro map! very charming game
Cool idea! I like that you have upgrades for both the racket and the ball, but while I get the point of having a downside to hitting the wall, I honestly think the time penalty should just be removed, and it should just be a matter of getting the highest possible score in a certain amount of time. Maybe there's some other issues with that but might be worth a shot!
Of course it's a game jam so i'd cut you some slack for this, but it's a little unsatisfying that the damage areas don't match the circle you draw! I get that you don't want the player to just totally cover the screen but I'm sure you could add stuff like bombs that hurt you if you select them or something to avoid that. I feel like this could be a lot more fun but my wrist hurt playing it. Also it would've been nice to have a portal animation at the end or something, it's a shame! Nevertheless, relatively fun to play
Thank you! We were really happy with the sparkling stars, because we didn't actually use any animations! It's a static, scrolling image, and I guess because of how Godot handles really small images, they end up sparkling!
There is a "stabilise orbit" button (R), but it doesn't work 100% of the time. If you're like 80% of the way to a stable orbit it'll do the rest of the 20%, but I agree that the planets lose influence a little more quickly than I'd like. After ratings I'd probably want to add more planets (maybe 4 or 5) and make the play area a little denser, so that you're closer to a planet at any given point. Thanks for playing!
not a skill issue! 1) we definitely tuned the points you need for upgrades waaaaaay too high (like orders of magnitudes too high) because we ran out of time to playtest, and 2) i made the asteroid hitboxes smaller because i thought "oh, i want these to be lenient so the player doesn't bump into them", not realising that they should have a separate hurtbox for projectiles! thanks for playing :)
Fun, stylish, and a whole lot of levels! Very very cute, and I love how the final level turns out (even though I couldn't beat it! once i realised that the big planet would throw everything out of whack i kind of gave up lol), I do think while the harmonic notes are a great idea, it does get very grating over time (i'd probably suggest not using a tone but an actual instrument and a chord instead maybe). good stuff though!
I feel like there's a fun game here and it has a lot of charm, but there's a lot of pain points that make it a bit of a hassle to play. Launching off a planet is fairly annoying since the camera keeps orbiting around, and dying is a little unclear - you can sometimes make it to planets (or even fuel canisters) and then die afterwards, which can be annoying. Also I'm not sure that hopping to planets actually helps that much? I guess it increases your score, but it feels like boosting between fuel canisters is almost more effective. Still, it's a cool little jam game!
nice, stylish game! the basic movement is pretty fun, though i agree the sounds can get a tiny bit grating over time. definitely feels like there needed to be a bit more variety in the levels (i liked the one where you just go into the tunnel and speed through all the collectibles) but otherwise fun!
Very cute game! I like the sound design and the character controller, and the basic idea of making yourself a nice path (and not falling into a hole that won't let you jump out) for each loop is pretty neat! Small bit but I loved the credits screen and I will absolutely be stealing that (with your blessing) for my own games.
I'm sorry to add more critique onto the pile (I know you're already aware of the issues with this game) but unfortunately it just wasn't very fun. I liked that there was some level of having to read the list + the map to actually figure out where you need to go, but once you reduce it to "walk along each street one by one" it just gets tedious to actually move around. I hope this doesn't dishearten you!
Cute game! It took me a bit to realise you have to spam click the center to get points (I felt like I tried it and it didn't work but I guess I missed something), and once you get a bunch of planets it's really hard to click the smaller ones (though I guess that's a reason to avoid too much recursion!). Maybe it's just me, but the effect of all of the little upgrades is a little unclear. It's cool that it's an idle game that encourages some puzzle like thinking though, and I like the themeing :D






