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vrojak

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A member registered Sep 30, 2015 · View creator page →

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Highly polished and theme well executed, good job! You also managed a good difficulty curve throughout the levels, I felt challenged but not too much so. I did notice the music cut out after I had to do something else and came back to the game a couple minutes later, I guess you forgot to loop it ;)

Fun and the controls/UI feels responsive and polished! It gets very hard to keep the chaos contained, I only managed the first three or four yards.

Amazingly well polished an very fun! Reminds me a bit of the Zachtronics games mixed with realtime tactics. This feels well suited to be expanded into a bigger game, with many crew member, various tasks to fulfill and things to go wrong. I think I discovered a bug in the explorer level when I had a person repair a module the other person was already repairing. When the second person finished their repairs, the game froze completely and I had to reload.

All in all, one of the best games of the jam so far for me.

Thanks for the long reply! All you criticisms are perfectly valid imo, they are mostly due to our pretty limited understanding of music and rhythm. We went in thinking "Ok a rhythm game, how hard can it be?" - Turns out, it can get quite hard ^^' Next time we'll surely aim for more variety.
 

So image the situation where you are drawing a new loop while there are already 2 other loops present. When drawing the current loop, you might need to intersect one of the existing ones, but you want to intersect it in a way that the trains on each loop aren't on the intersection at the same time. Right now, you just need to guesstimate at which position a train of an existing loop will be at a given time. But since time is directly linked to the current length of the currently drawn loop, you could show some kind of preview or ghost of the trains of existing loops at the positions where they will be when the train of the currently drawn loop is at the point you are currently drawing.

I'm pretty sure what I'm thinking makes perfect sense, but I'm not sure if I'm explaining it in a way that is understandable :D

8 days at least! Its fun little game, like a more chaotic Mini Metro :D I think it would be amazing if you could see the positions of the trains of all other lines while you are drawing a new loop at the time when the train of the drawn loop is at your mouse position.

Nice idea and surprisingly good driving mechanics! Though it was a bit weird how the steering stopped working without acceleration or breaking input. This was fun, Klein bottle when?

Very unique, finding loops within loops is not an idea I've seen explored a lot. The drawing felt somewhat clunky at times, maybe some way make it easier to trace the line would be good? Anyways, I've enjoyed your game!

I managed 895 on my best loop by getting rich af and using the runes that gives score based on your gold + the runes that double tempers. Very impressive game with highly intricate mechanics, even outside a game jam tbh. This is one of my favorites so far out of all the games I've tested. I have little to criticize except minor things: the buttons could have hover feed and be pressable everywhere, not just the small circle. I am also not quite sure what exactly crumbling is, my crumbled runes seem to have worked just fine? 

Anyways, there's big potential here with all kinds of insane synergies between runes.

Cool take on the loop idea by incorporating a card mechanic! I think this could be expanded well with some deckbuilder elements that both allows the player to tune their deck to the current area, but still provide randomness to require them to think on their feet.

This has a really well polished, clean artstyle! I enjoyed your entry, at the end I had a train going around the center with nothing but shotguns, so long that the last wagon was right in front of the train :D
As a small critique, it was difficult to get a hang of the controls. I needed to restart a couple times because I screwed myself as it wasn't entirely clear what the buttons are doing. Some more direct feedback there would be much appreciated.

One of the games I easily played the longest, damn I need to get better at leaving the Pc and going to bed... I completed the entire loop, some sounds would be nice but other wise good job!

Yeah I imagine that's not trivial. There's the winding number (warning: math) but that is defined for closed loops, so a slightly different situation

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Lol, not really a game but a commentary on the current job market. Still fun. You could probably expand this into an idle game where you buy PCs to scan and auto-reject applications, it's always so much work to invite them over to reject them afterall.

That's an incredibly creative but still simple way to interpret the theme, good job! It's pretty fun to plan the optimal routes to keep within the allotted length. And there many ways to expand on this, like nodes that need to be circles in certain directions, The loop detection was a bit wonky though, I could cheat the detection for nodes needing more than one loop by just crisscrossing the first loop a bit.

The old map as game world is a great idea! I like the historical setting. The concept of connecting looping trade lines together is interesting as well. I think with more polish and some UI work (ie, better visible cities, goods being shown right next to ships and cities etc) this could be a fun little game outside the jam somewhat akin to Mini Metro.

That's the curse of programming a game yourself, you'll lose all intuition for how difficult it is for new players, and playtesters are hard to come by :D

The horse stacking is so ridiculous, it alone really elevates this game from pretty good to amazing. The dithered graphics are also really well done!

Ok ok yeah sure I might have destroyed the planed and possible the solar system but look! Box go loop!

Anyways this was fun, I always enjoy physics based games.Maybe as an extension you could require players to have things spin in more complex shapes?

I think I managed to get into a sustainable situation on easy, I was amassing so much money from passive sources I could always empty out every store, and get enough throw restorations to keep going as long as I wanted :D. I only stopped after 13 loops and almost 4000 coins to my name.

I am a bit unsure what to do, maybe add some short instruction? You can do that via the game description even now that the jam has finished

I always liked the idea of these kinds of game, but never played any since the tend to be horror games... So thanks for making this, it's really fun! I couldn't get past the fourth or fifth level sadly, it gets really difficult

Very cool, I didn't expect a game out of things I learned in university. I ran into a bug where connections would only show up after some time, leading to some slightly less then optimal connections (what do you mean nuuuuuuuuuy isn't a word?!!), but I love the idea.

That's a very creative interpretation of the theme, congrats! Although the level were a bot was hiding all the way to the bottom of a building that I could only see when I reached the bottom on the other side felt a bit cheap D: 

I agree with the other comments, some interactivity while the trains drives would be great. Maybe allow the player to take control of one weapon? For narrative purposes, something like a second train stop on the far side would be good, then the player would deliver supplies and stuff through heavily infested areas.

All that being said, I enjoyed my time with the game!

Making the trains produce sounds is a genious decision. I ended up buying trains at precise moments, not because I needed them, but to make the jam better. I also think a uneven amount of station is distinctly better.

34:54 was my best effort: Sometimes it's hard to avoid things since you cannot see them until it's too late D:
Still, very fun!

Great visuals, and I'm glad there's a drifting game game this good in this jam. Deja vu!

Now I understand why we should always watch out for cats in the laundry before turning on the washing machine. This is seriously difficult.

The logical conclusions to taxis being full: pop the bastards tires! Cool idea, I liked it

Impressive and very creative! It gets pretty hard to keep an overview over everything 

Amazing idea! Though devilishly hard. I almost couldn't manage the second level, but managed to pull through.

Damn thats some very smart level design, the way you quickly get back to where you last ran out of juice from the starting location is great. I liked this idea of a (mostly) uncontrolled platformer!

The controls felt polished and fun to use! Great game, although I do suck at it ^^'

Was this inspired by the Futurama episode with the forwards time machine? :D Anyways, I made it with careful eyeballing without any break updates after a mere 23 universes. Cool game and the story and artwork is lovely!

This is creepy (in a good way) and pretty difficult, I already struggled with the second level. The theme is implemented really well!

I like big guns and I cannot lie

A very creative twist on tetris, I like it! Honestly I think this could be a proper game. Some things that could help it are a better idea of when each smaller piece is going to be used for the bigger structure. Also, showing the final shape while building the smaller ones would would be great.

That reload mechanic was implemented by thinking outside the box lol

I like the idea, it's unique and I haven't seen something similar in all the other games I've looked at. I think the playing are could be a bit bigger and the gameplay maybe a bit slower, I found it hard to properly line up hit (or maybe I just suck)

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Just found this after watching your yt video, I think the current state of the game is quite impressive from a technical standpoint. From all the games in the jam, just moving around feels the most "smooth", the sounds are fitting and it does not give off the somewhat janky feeling of many other 3D entries at all.

As for the game, bummer that you could not finish it properly. Game design is hard, but you already had some interesting ideas with the bed, the speaker and scaling things midair, that surely could be incorporated into a full game (well, a full gamejam game anyways). As general advice, just sit down with a pen and paper, stop thinking about the technical side of things, write down all elements you have so far and think of combinations that could work as individual obstacles, than chain a couple together as a level, ideally ordered by difficulty. This jam was the first time for me as well where I made a game with a decently long level, and this approach worked quite well for me.

Heres some more ideas that could work in your game:
-Boxes that do not scale in all dimensions, but only one or two. Or give the play the ability to scale dimensions separately at will
-Make mass a separate dimensions to scale, independent of size
-Allow scaling boxes so quickly that is launches the player and other objects into the air or to the side
-Surfaces that reflect the scaling beam
-Ability to shoot yourself with a reflected beam and scale yourself
-Glass that only allows upscaling or downscaling beams to pass through

The difficult part of course is combining all these elements into increasingly hard challenges. I don't think there's a good way to learn that except just doing it and getting better.

Small side not, the Linux build is a bit borked for me, when I click the executable it launches like 30 individual instances of the game (which freezes my pc for a solid minute), then I can close all but one again and start playing.