Thank you :)
woeishuen
Creator of
Recent community posts
Why was shift chosen over space bar? Well thanks to the game, I just disabled my Windows sticky keys settings (was a new laptop that haven't disabled it yet).
It feels quite good when I'm fast and swinging. However, if player is stuck at the bottom... well they're stuck. Also I wished the top bit wasn't the limit as well, feels a bit bad when I reach the top and I swing just to hit the invisible ceiling.
"Love has Conquered!" - it was really fun, very polished. My favourite mechanic was the scissors, wish it was used more.
My only complaint is that the death screen is a little long, and it can get quite tedious. The 2nd level also is so much more difficult than most future levels, and I had to sit through that death screen a little too much.
Why is the Run button behind glass? Took me so long to figure that clicking it removes it, I thought it was disabled. Buttons behind glass usually conveys the visual message that it's disabled.
The visuals are amazing, Conceptually interesting, but way too difficult. Also, after filling up the whole row with my mistakes, it also just stopped working, which is annoying as I got everything right except the Spray.
I think it's very ambitious, maybe a little too much. Could've reduced the options (e.g. no Sprays), would help with the difficulty for players, and give you more time to fix bugs or add audio.
Thanks for playing! I initially wanted to make it a roguelike for the jam, as this current version is essentially just Pokemon Ranger.
I was considering having 4 upgrade slots (think Hades), clockwise loop, anticlockwise loop, right click while loop, and loop break effect. Sadly I didn't have nearly enough time, especially since I only had 3 days.
Currently I'm not sold on the controls being good enough on PC to warrant continuing to explore the game.
It's an interesting concept that can definitely be pushed further. Here are my feedback points:
- The controls felt a little weird, I suggest not using A or S for things other than moving, it really messes with my muscle memory. Maybe have shoot be "Space" and Accelerate be "Shift", much more conventional control schemes.
- If hit by enemy, my rotation changes, which makes the movement feel buggy (especially since the movement is already difficult without them). I think the enemy bullets should've just been restricted to moving your location, not rotation.
Here's my feedback. I stopped after I beat the level that introduced the crystals that you dash into.
- Dash on release is very weird as a control scheme. Took me some time to figure out why I couldn't dash consistently. If someone has never developed video games, I don't think they'll be able to figure it out. I suggest have dash on press.
- For a game that resets you back to the start, there are too many "leaps of faith". I can't see the threats that I am about to face, and I have to just react there and then. Mechanics like this tend to make the player blame the game, rather than blaming themselves. If you like exploring such platforming, then I suggest adding more checkpoints in between levels.
- You should've made 1 less level (hence 1 less mechanic), and added audio feedback for this such as dash, jump, swing, etc would've benefitted the game much more than 1 more level.
- Try introducing the "twist" earlier. I completed 5 levels, and I still haven't seen anything related to the theme "Loop". Do not expect players to play so much of your game (especially in game jams). Without the twist, it is just a generic platformer.
I can see it is your first jam, so good job on completing a game. I hope the feedback is helpful, and good luck in future game jams.
When you hit an enemy, there MUST be feedback. It is unclear otherwise whether I have hit the enemy or not. For a while I thought it was one hit kill and I just missed, until I saw the +10% damage perk.
It was made worse due to the rock enemies with red eyes, which I assume can curl up and become invulnerable. In the first room I entered, I had both of them as enemies, so it was even harder to tell. In roguelikes, try to make the first enemies you face should not have any twists. Their purpose is to make it easy as possible to learn to core mechanics.
Also, I would suggest not to make "positive" thing look exactly like "negative" thing but different coloured. I just walked into the enemy spawning after the first room, because it looked exactly like the perk. Now imagine if someone were colour blind, they wouldn't be able to tell.
Hope my feedback isn't too harsh, good luck in future jams.
Great visuals, and probably the best music I've heard this jam.
The GameThing having battery probably should've been mentioned (which it might've there was just too much text), I thought it was a bug.
Also, the day is waaaaaaaaay too long. I get that maybe you want the player to relate to the worker in game, but that was too tedious for me to play after Day 2.
The idea is very creative, but I think the execution is a little lacking. I find the lack of feedback and game feel to be a big issue. It isn't clear when I can attack, and when I attack, my attacks feel underwhelming. Add some effects, some sound to enemy hit/death, make it feel like the player is doing something correct.
Also would be nice to have a clear goal in a jam game (e.g. find 4 pillars). I wondered about, met 4 different enemies, and then I got disinterested.
Try not to include elements that are "nice to have", but ultimately don't matter to the core of your jam game. Inventory items are nice to have, but your time and energy would've been better spent doing something else.
Sorry if I sound too harsh, but I think the concept you guys came up with is brilliant, and I hope that some of my feedback here can help you make better jam games in the future :)
Thank you for the feedback. Tbf I'm grateful the bugs made it easier, not more difficult.
Many of the issues stem from one error. The game removes the visual feedback for the line if it's too long, but never actually removes the Vector2 point used for detecting loops.
func TrimLine() -> void: while GetLineLength() > max_length: line.remove_point(0)
It is missing this line:
draw_points.remove_at(0)
Thank you for playing, and I hope the nostalgia was a positive experience :)
I LOVE THIS. Ultimate Chicken Horse but as a highscore chasing roguelike? Sounds amazing and definitely should be made into a proper game.
Regarding it as a game jam game, I think the initial score requirement of 100 is way too high. I tried like 8 runs playing "normally", building tricky courses but still couldn't get 100 at all. Then I just thought about and spammed Spikes, and the game became trivial. I get that balancing is hard in a jam game, but good job overall.

Either have a text tutorial in the game page, or the "submit pizza" button be permanently visible. It took me a while to understand how to play.
I also think you introduced the slicing too late, I think most wouldn't have reached that far in a game jam game.
Overall very solid, great use of the theme, looks great and plays well.
Every jam I always find really well made Sokobans, and this year is no different! This is great stuff. Really simple, easy to understand and fun puzzles.
There is a bug where if you move and as long as you don't let go of the move keys, you can just phase through the ghosts no issue. The 2nd to last puzzle was too hard for me, and I used that bug to cheese it.
I also found the lack of undo a little annoying, I think Sokobans must have undos, even in game jams.
Also, is that last level really easy on purpose? Made it seem that we need 2 axes, but the solve is like 4 steps, using only 1 axe.
Reached the end at Era 3, that was really fun! If you add a lose state, and potentially use the stars as a currency in a shop that unlocks stuff in a run, I can definitely see this as a fully fledged game!
However, I wish there was a way to speed up the animation. I know it's a game jam game, but if I wasn't a fan of games like these, I probably would've lost my patience.



