Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

xefensor

58
Posts
3
Followers
2
Following
A member registered Apr 10, 2024 · View creator page →

Creator of

Recent community posts

I have gotten a lot of feedback about the difficulty and I realize that I kinda messed that up.

I am planning on continuing with this game. And mode with all rules revealed will definitely be the default.

And if someone wants to be given the challenge of discovering it, it will also be an option.

Thanks for the feedback.

There is no audio currently. But I will definitely add it.

(1 edit)

Good chill incremental game. I am just missing a goal to keep me playing.

Tried it now again. I am just a moron and didn't try the arrow keys.

Beautiful art. I liked the mechanic of bringing items with you on reset. Good job!

Thanks for the feedback.

I will definitely add a pop-up or something when you haven't placed all the cells.

Awesome art, engaging gameplay and a unique idea. The first time I died, I didn't realized that I have to heal myself at all or rather that the cacti are damaging me. Maybe if you expand it introduce the different intractable things one by one. it can be overwhelming at the start. Other than that a really great game.

Needs balancing. You can just make a shield out of the laser towers.

The puzzles are really smart and I like how it is a whole map instead of a levels.

I have enjoyed this a lot. I just wish I would get time at the start of the level to orient in it.

This is a really unique idea with the theme! I would love to play a more polished version of this after the jam. And to find out what is that 4th spell.

Definitely not your fault. A lot of people had that problem. So that is definitely on me. 

Wait so, were you able to get to the second level or not? Because if not you probably didn't spend all the 60 white cells.

I have read the description that the 3 seconds is meant to be like that specifically. :D
In that case it's all good.

(1 edit)

Fun game! I like the physics of jumping on clones.
For me the game is pretty hardcore. I always made it with milliseconds remaining. Maybe add a little bit of time on every loop, so that the player isn't so time pressed.

(1 edit)

Thanks for the feedback.

After feedback from you and others, I think that the best solution would be to have "difficulty modes". Which would not change the levels but the information you are given. So that the few people that want to figure it out on their own can.

Thanks for the feedback.

That is like the number one problem people have with it. So that needs to be improved definitely.

(1 edit)

Thanks for the review.

The teaching part of the game definitely needs to be improved a lot. I already have some ideas. Thanks for the feedback it helps a lot.

Thanks for the QoL suggestion. Adding it to my QoL features list.

Not much I think. I didn't have time to properly test it, but it is a thing you can do.

(2 edits)

You can clear the platforms and then just keep going and falling. And since the screen warp damage count gets reset on direction change you can do it infinetly. And if you store some platforms in the backpack you can then apply the multiplier.

I was able to play this on Linux with GE-Proton-9-27 with no issues. But got stuck on the level with the two small holes. 

It is a unique spin on the theme. I really enjoyed it.

My only gripe with it is the sound when you are going through edges. It is really unpleasant for me.

Really cool concept. But for it to actually work it has to be deterministic.

Also you can spam like the first 4 parts just by filling out all the cells.

(1 edit)

Interesting idea.
Though you can just keep multiplying you score by warping back to back. The game doesn't give you warp damage when you keep just holding D and falling.

Its a nice concept but its missing something. Maybe I would add a track with speed boost that the player could place every 5 loops. Or something along that line.

(1 edit)

The combination of the pixel art, music, sound effects and narration really make up a unique atmosphere that I really like.

I wish that the story continued, because I got invested in it and then it ended on a cliffhanger.  


The gameplay was my least favorite part about this game. But it is nothing that would get me out of the immersion of the world.

(1 edit)

Nice game.

Although it needs more thinging out. You can absolutely just spam the generations on start to get all the a upgrades and then do the game very easily. I think the leader board at the end are the generations, so that counters that strategy a bit.

Also I didn't need to place any shell in the second and third zone. And just run it  with one generation.

Really witty game. The writing is awesome. I did lost a track of what was the main important thing to pick but that was in no way fault of the game. I'm sure if I played again I would keep track.

Haven't seen a music game utilized like this yet. And I really dig it.

Took a bit to figure out the mechanic. The floating looping light definitely helps.

The only think I would change is put a big text with "play this with audio" at the start. I know the name of the game should give you a hint but still.

Nice short puzzle game. The switching of colors gives it a more interesting gameplay.

(1 edit)

Fine reflex game.

Were you rushing or were you dragging?

This game may seem simple design wise. But that doesn't mean it isn't fun.

Having an objective to kill paper, but be a rock and then baiting said paper to follow you until you found a switcher for scissors and then quickly killing it before it can react is a really fun thing to do!

Original idea on the time loop mechanic haven't seen anyone doing gathering of resources.

The thing that needs the most improvement is telling the player that he needs to go to the structure in the first zone to craft the items. Because you can read in the description what items you need, but the game tells you that the items will be automatically crafted for you if you have all the ingredients. Which is not the case.

Rotating the character based on where he is going looks really bad. I get that it shows you where you "attack", but it looks really weird.

There is also a bug where if you fail the game and hit retry the old inventory keeps showing and will not be updated even if you gather new resources. 

But don't let me discourage you from game dev. For one month of learning game dev this is great!
 

(1 edit)

Interesting concept. I don't know if I am missing something but it feels like the game is too much random. If you don't use any of the revealing items there is no way to figure out where the rotten tooth is. Or approximate the chance of you picking a rotten tooth.  But you can strategize on picking of the items. Good work.

Really like the exploding mechanic of the clones.

A game that you can chill out with, but also find a speedrun strat for quicker completion.

(1 edit)

The code is on GitHub, but I must warn you, it is not a pretty code.
https://github.com/xefensor/game-of-loop

On the audio, I am not really an audio guy so I left it without it, rather then have a unmutable noise. If I expand it, it will definetly be added.

Short but sweet. Managed to get a laugh out of me.

Thanks for the kind words.

Great idea with the play bar. Will add it to a list of QoL features.

I may try expanding it. Will notify you if I do.

I really  wanted to make levels with bigger grid, but found out that it is very hard to design it, so that it cannot just be spammed with random cell placement.