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PeachTreeOath

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Oct 6 23:05:56 Racecar racecaR ♥ 2 LOL wow, thanks for making the time limit relatively forgiving. That last lap is anxiety inducing because you get hit so much and have to watch the timer tick down menacingly. Couldn't screenshot in time but I had 20s left on the clock when I beat it. I think I could do a lot better with some practice, what was your best time? The game is fun though. I suspect people will probably dislike the controls but I enjoy a challenge. I like experimenting so I tried a lot of different techniques. The best one I could come up with was start holding drift a bit BEFORE turning to induce slide. I would tap shift in certain ways at the "apex" (I use that term loosely with this game lol) to try to not spin out. I think the most hilarious and giffable thing in this game is going up the hill but then getting annihilated by a car coming from the other direction. Hilarious especially since you can't see it coming. Great game, what a great twist on the ghost racer idea!
Oct 7 03:23:18 4h 17m LoopHole ♥ 3 The concept is immediately understandable and intriguing when you fire it up, that's one thing I really like about the idea - the player knows what they're about to get into. What I didn't expect was having to pick up the ammo as I looped around. That was very clever and it made me be more careful about my trail as I was moving around. I think the gun on autofire was a great idea. It forced me to occasionally deviate from my route just to optimize my attack. A standard twinstick shooter is kinda boring imo, since it's been done so much and there's not much depth to the gameplay. For a similar example to your shooting mechanic, see Archero. It has "stop in place to fire", so now you have a tradeoff between dodging vs dps. Against an enemy that fires a lot, that's a very daunting thing to manage, and one that's more interesting to me than circle strafing while firing willynilly. I really liked that the speed picked up, it came in at a good time when I had thought "uh oh, don't know if I can do 10 loops of this." so great timing there. I did eventually die immediately to a multi-shot which was a bummer. I mistakenly assumed I would have invincibility after getting hit haha. Very solid game, great ideas overall!
Oct 7 04:50:50 1h 27m Everything is Garbage ♥ 0 Very fun way to depict a supply chain, probably the most playful one I've ever seen. I liked how friendly the interface was and the humorous/novel objects. Certainly a nice change of pace from the standard wood/ore -> factory stuff. I was kinda dumb and actually thought every island was isolated. Only after looking at the gifs when I was done playing did I see you could go across islands, so I had to go back in and try that haha. Overall it's pretty good. The sense of discovery is there, just wanting to figure out what the next item may be. Very impressive game for a jam timespan!
Oct 7 05:09:25 18m 35s The Hand That Feeds ♥ 2 Haha great entry :) At the end of it I didn't expect to be judged for my performance, I would've been a better parent! For my strategy I don't think I had too much trouble. All I did was grab the kid and wait til one of his needs popped up. That way you're not time-pressed and chasing him around with the cursor. If anything, a hard mode where the kid was even MORE frantic could be really fun. One thing I especially enjoyed was the sunrise/set mural. I am assuming you did it that way to save time, vs a sun and moon rotation, but I haven't seen a daynight presentation like that before, it was super cool and inspires me to use it somewhere in my games in the future. Unfortunately the game is frenetic enough that you can't look at it for too long (in game at least). A good mix of new ideas in here, very deceptive given my initial impressions of the game. Awesome work!
Oct 7 05:14:34 5m 09s Orbitrary ♥ 1 Very tight game design, loved it. Like others said, the idea of having to change speed by picking an orbit is not something I've really seen. Certainly not in the context of dodging and collecting things. It's the perfect game length for a game jam. The game ramps up to the right difficulty in the right amount of time (for me). I could only get a score of 51 at best. It gets quite hectic for my reaction speed and I end up just praying I don't get hit by something. One of the best core gameplays I've seen in an LD, not just specific to LD47.
Oct 7 05:40:00 25m 26s Loop Swat 'em Gravity ♥ 2 I thought this jam was gonna lead to more ho-hum ideas, but everyone is proving me wrong. You are especially one of those. Unbelievable how you had such a fresh idea with such simple gameplay. My best score was 42, it took me a bit to figure out a strategy. My first impression was oh god this is hectic, trying to juggle all the colors and angles. Once you get used to it though, everything slows down in your brain and makes sense. I started to line up my rotations better and handle the scenarios where there were multiple objects. I started to use spacebar better as well, as it's best to conserve it as long as possible. I think the alien collision decision was a good idea. I actually assumed they WERE cancelling it other out so I was always in despair when it happened. Only a few waves later did I realize the situation. It now became the best option there was since you don't have to worry about shooting things into the wrong goal. This game has a very high skill ceiling. I could see some people going nuts with this. If it weren't for having to review so many games I'd definitely spend more time on this. Maybe after review period is over :) Great job showing off your design chops. It can be hard to innovate on core gameplay because so many ideas have been explored before. Amazing entry!
Oct 7 06:12:58 32m 58s Accelerated Assistant ♥ 2 Dang, can't figure this one out! At first I thought the game was going to be impossible because of the movement and inability to look around (so can be hard to know when you're being pursued). In the leftmost encounter (turn left, then left) I noticed the pumpkin was just staring at the wall. I breathed a huge sigh of relief there because then I realized it had scripted paths so I just had to figure it out through trial and error. I figured out how to juke it in a few areas, but I can't tell if I'm on the right path. I've gotten to the big server room and have tried lots of permutations. It's possible I don't know the actual goal (I assumed it was collect all the messages), but after a dozen+ attempts I'm stuck. Overall it was a cool idea. I actually hate horror games, but after I figured out the AI I was much more at ease. It was a bit of a pathing puzzle game, but alas I couldn't complete it. Cool entry, and an interesting deviation from your past projects!
Oct 7 07:20:22 1h 07m TimeHop ♥ 2 My god man, how do you come up with this stuff? This is easily one of the most innovative idle games I've seen. And I've played well.......all of them. I didn't quite get the concept when I saw the timeline and how the game was playing out. Only after the 2nd time I got to scrap did I connect all the dots. What a cool concept, a reverse order idle game where you utilize prestige in a backwards manner. That actually works really well because on prestige, you don't have to work your way back up to see the new content, it's given to you right away. In general the reverse-prestige is something that a game designer could easily mess up, but you made this look so easy! The layers themselves were also interesting. Layer 2 had a neat tradeoff of time vs multiplier, and as you got more unlocks, you could move up that ladder. Layer 3 could be it's own standalone game and is certainly something I haven't seen before. I initially considered making an incremental myself but now I'm glad I didn't, it would've paled in comparison to this. Great job!
Oct 8 06:13:36 22h 53m Loop ♥ 1 Wowww what a deceptive challenging game! My first impression of the mechanic was: "ok I get it this is gonna be on of those cakewalk games." I should've known better given some of your past games 🆙 I didn't expect you to lean into the narrow path idea that much. I also didn't expect the idle-looping element to cause me that much trouble. The combination of those 2 elements made this game very tricky, in a good way. It made each press of the spacebar delicate and important. Sometimes my brain would spaz out and just drive into a wall for no reason lol, because it was probably trying to figure out how to rotate my way out of the situation. Very very enjoyable. 1-button games are challenging to do really interesting stuff with but you pulled it off. Obviously the game mechanics/levels are quite extendable as well. PS. have you ever played Clu Clu land? Very much reminded me of it https://www.youtube.com/watch?v=QitNp1YjmPk
Oct 8 06:30:26 16m 50s Breakout ♥ 2 Very cool. The chillness of the game reminded me of Outer Wilds, which was also a chill, exploration looping game. The puzzles were a good level of challenge for me, I actually liked that they weren't particularly obvious. I only was able to get 2/3 keys though, I couldn't figure out the clock one in the end! I'll have to echo the thoughts of others, I didn't expect this game to have been made by newbies. The art and character animation caught my eye right off the bat and it set the tone for things to come. The levels look like they took quite a bit of work to make. Not just the large backgrounds but also coordinating with the artist to place everything correctly. The audio as a warning mechanism is very unique. After a while it became 2nd nature and I knew when I was about to loop. Cool and ambitious game overall, well done!
Oct 8 06:54:18 23m 52s Disco Loop ♥ 1 Wow I'm actually shocked you hadn't played Necrodancer, I just assumed you drew inspiration from it lol Either way, I loved the take on it - a guy who can help but stop, dance, and pose. Makes me think of voguing (the dance style) itself, which is doing that every beat as well. I liked how sokoban was the other core element to the game. That gives it an identity and not just being appearing like a Necrodancer-like, which there are a few of them now. I could tell you were starting to come up with some neat level designs and puzzles. Unfortunately, I couldn't figure out how to beat the first stage that featured the drill! I tried many times and many variations. I even saw some comments that said you could push it but that wouldn't work for me :( I still appreciate what you've done though. Very clever idea and great theming! PS. Where can I find some of your music work?
Oct 8 07:18:29 24m 11s Rock Slide ♥ 2 Quite the challenging game, I really liked the transition effect when you die and go to a new run - much more satisfying than just fading to black or seeing "retry?" pop up. A lot of the game felt fairly good, like a slow Sonic but you can run over people lol. There was a part in the first level I got stuck on for quite a while. Right before the portal, there is a big jump. However, there are also humans dropping down on that area. I got beaned in the head like 3 times in a row so I figured it was an intentional obstacle (in retrospect, I don't think it was). I realized it must've been due to the height I am entering that area with. So instead of jumping directly onto the side to side bumpers, I timed it so I would hit it with a half jump. That ended up working for me. I know the mechanics probably aren't coded like that, but I just figured you'd wanna hear a player breakdown of how the levels seem to work :P Overall, have an endless runner that isn't a ninja or animal is pretty cool in my book. It gives the rock of ages feeling but in a new kind of format. Cool game :)
Oct 8 07:48:00 29m 31s Chompy ♥ 3 Well I had an interesting experience with this game... When I started, I assumed A and X just translated to left and right on the keyboard, as I did not have a controller plugged in. So I started playing the game without realizing there was a jump or eat button. The spikes were challenging to say the least. My playstyle was lining up the grubs, ramming into it for a bounce, and then trying to land on other grubs like Burrito Bison or something lol. Needless to say it was incredibly challenging. I must've played that for 20-30 minutes trying to figure out how to get past certain spike formations without grubs to bounce off of. I finally gave up with a high score of 700ish. Only when I came back here and read the comments did I realize I was playing the game wrong the whole time! I hopped back in with a controller and it was like the weighted training clothes came off, I just breezed through it. Anyways, regardless of which "mode" I played, I still enjoyed it. A unique theme and a good take on the looping worlds idea!
Oct 8 08:11:59 23m 59s Orbit, Dimension Hop, Repeat ♥ 0 Dang, I thought I'd be the first person to figure out you could mash-click through it lol asdf.JPG Regardless of that though, it's a neat timing challenge. Since it's a circular game, it's a tad harder to judge speed and distance than normal so it's a cool skillset being tested. I could get maybe to the 7th orbit naturally.
Oct 8 08:48:07 36m 08s Zog's Hopeless Abyss ♥ 2 Very good theming, I certainly felt the despair of being in the labyrinth, especially after I cleared a loop the first time. One thing I liked was the variety in the maps. One of my first thoughts was "ok, that was a neat maze, but I don't know how many more mazes I can take". But then in the 2nd one you introduce jumping puzzles right away, you read my mind. Idk if other people know this but if you hold down shift, you get a run of sorts. This helps a LOT with the speed of the game, especially in later loops when you already know the general way to go. Nice touch. Ultimately I couldn't find the 3rd shape, I was missing the triangle. I thiiiink it had to do with the sign that said "this is not the right way" but I didn't know how to get to the ledge. That sign could've been true for all I know lol. Either way, it's a nice little world you built, I would've loved to beat it and shut Zog up!
Oct 8 09:19:48 31m 41s Re-Slash ♥ 1 Wowww very clever stuff here. My first impressions were alright this is a little neat. But once I did the 2nd turret level did your level design really click for me. It took it to another level from just planning out your moves and spacing, to one where you needed to worry about your MOUSE position in the future. Brilliant! I actually got stuck on the first turret for a while. It was my fault because I thought you could kill the turret. So I actually sat there for a while trying to figure out how I could kill all 3 opponents lol. I like that our games have a bit of similarity to them, where you can't just recklessly perform your sequence/combo, but have to think about the consequences of your spacing and timing. Really solid entry, I expect this one to place high :)
Oct 8 10:08:01 48m 13s Loop Bouncer ♥ 3 I hear you. It's always good to challenge your game design abilities by tackling new things and diving into unknown territory, but at the same time, it's also nice to sit back and just build something with a skillset you've already mastered. I feel like you not only have a mastery over these sorts of games, but you seem to be able to just pull new ideas out of the hat so easily lol. You must have a good brainstorming framework. My first impression was of course, chaotic. But the fact that the game is played in a simple loop helps SO much. It gave me the sense that I'll master the controls eventually, since I don't have to worry about a shifting environment. I actually think the key mechanic was very well done. This kind of game could get frustrating and make you wanna quit, but taking a hit is actually not that bad. Because the keys can only go so far, you think "ok I can still collect those back easy" kinda like in Sonic. There are so many games like this where you touch something and you die and have to start over, that's bad. But here you're given a chance to show off your ability to recover. 4.1 was when I really started to feel mastery over the game. I pulled off some sick jukes and weaves and all I wished was that I had a recording going. The entirety of chapter 4 was actually not that bad by then. I don't remember the actual number, but one of the stages right before the big bot was the hardest for me. It was fairly simple, I think just 3 enemies and some gates, but I simply hadn't developed the skillset for it yet. As with most of your other games, there's a lot of tension when you have 2 or 3 keys and you have to weave through a bunch of bots. For me, this is the best part - nonstop rising and falling tension. Of course, this only applies because I'm a player that enjoys these sorts of games. I can see other people feeling like they're stuck in a loop of loss. Overall this is one of my favorite ones of yours, maybe top 2. The reason is actually because of the tight loop. It really puts the focus on the core gameplay. You make a lot of split second decisions based on you position/momentum vs the enemies and keys. It was interesting to feel my inputs develop over time where I was making so many micro-corrections by the end of the game. Fantastic work.
Oct 8 10:49:25 41m 24s Hyperloop ♥ 10 ROFL now you guys are just plain trolling with that size a team :) I actually want to discuss this a bit before going into the game itself. First off, there are a few people here saying this kind of game is mostly possible because you have a large team. This is a misconception, I can't stress enough how a a 15 man team is INCREDIBLY hard to pull off. I've done LD with ~13 people a number of times and I know it takes good leadership, communication, systems, and teamwork to do something like that. Hell, brainstorming alone can take hours depending on the personalities involved. A large team is great for a normal project, but under the jam time restrictions it can be chaotic. Big kudos to you all! I'd love to hear how you structured your team (whether in a blog post or here). How do you all know each other? Did you have a leader or was the direction spread across multiple people? Were you able to get most of what you wanted in or did you have to cut a lot of content? I'm very curious because I was always trying to improve my team's game quality, but since other teams don't get this big I didn't have anyone else to learn from. As for the game, like others here I am not a fan of horror games or movies. At all. However, because it was a 2d platformer with good controls, that gave me a lot of confidence. I thought "ok well, I'm good at these games, so even if something jumps me I can handle it. That eased my fears quite a bit and I could play it nearly at my normal comfort level. While the enemies were scary and dangerous, I did feel myself improving each death. I started to understand their AI over time "oh crap they can jump!" and where they tend to spawn. I game over'd the first time, but beat it on my first try after I tried again. In some ways I was relieved the game is relatively short. I was afraid I was gonna have to go through that entire first section again if I died. Very well done game. Tbh when I see art that good and clean, I actually get skeptical about if the gameplay can match. This is not the case here. You have a solid project all around, and I hope to see 20 people in the credits next time ;) ss3.JPG
Oct 8 11:02:37 13m 12s Mirror Space ♥ 0 Played it for 15m but still can't figure it out, can I get some pointers?
Oct 8 11:45:36 42m 59s Roller Riches ♥ 3 I love a good incremental that shakes up the traditional formula. It's a lot more rare than you would think! You did an interesting gamble here regarding the upgrades. You don't actually get to touch your track much early on, and you're forced to look at the research more. At first I had a slight hint of annoyance because it felt like it was going to take forever before I could add a second loop. However, this was actually pretty effective for me. The loops were a huge breadcrumb. I saw your gifs earlier and thought "I want that too". So it became a goal for myself and I was willing to trudge through it all to get there haha. Dunno if you intended that but it worked for me. One thing that was unfortunate was that the research panel covered up the screen. The game is a real joy to watch, but I had to keep that open because upgrades come in fairly fast in the midgame. I really liked what you did here, you got me playing for a while. I actually personally am interested in evolving the incremental genre as well so you get extra points from me :)
Oct 8 22:33:06 10h 47m You booped me! D: ♥ 2 Very good presentation, it reminded me a lot of Just Shapes & Beats in terms of blending art, music, gameplay, and screenshake altogether. I liked the tension there is at the end of the game. There's a lot going on and I thought I was going to die for sure but luckily I closed it out. There's a good amount of obstacles to process, and the circular nature of the game makes it difficult to judge speed and gravity, in a good way. Overall this is a really nice, tight experience. I thought the boss design itself was a standout feature. The bounciness on the ball and the face make it seem so alive and animated. Well done!
Oct 8 22:42:08 9m 02s Commuter ♥ 3 Can't believe you guys squeezed a level editor into this lol, though I guess it probably helped a lot with development once it was in place. A TD with cars is a great pitch, surprised I haven't seen that concept before in retrospect. The cars are really satisfying to kill, since it gives off that Ding! on success. The wind mechanic is especially fun when you can send a whole train of cars off to their doom. One thing about the game is that progression isn't too satisfying. I know it's the time limit of a jam, but after playing a few levels, I just skipped to the last level because I was just using the same skill set and knowledge every time. The base of the game is solid though, and has a lot of potential paths for it to go in. You have a great presentation on top of everything as well, which makes this really attractive and giffable.
Oct 8 22:53:19 11m 11s Shunk Stark ♥ 1 I play on a wide monitor and only coming back here did I realize there's info like the timer and such. I couldn't see any of that on my screen. I don't know if it's the lack of info visibility but I can't figure out how to play this game. I can beat the 1st level by going right, but I can't do that for the 2nd level. Am I missing info or is something being cut off on my screen? asdf.png
Oct 8 23:34:58 41m 39s Loop Frogs ♥ 2 Finally my dream fantasy of being able to play Frog and Toad in a game lol. From a high concept point of view I loved this game. A pair of frog friends where one is relatively useless, and another one who can casually time travel and jump much higher. Sooooo good. In fact it's pretty unique cuz most games try to have both characters be somewhat powerful in their own right, but here Brown just mooches haha. Like @duke said, there's quite a bit of entries like this this LD, but your overall execution does make it stand out and made me not feel theme fatigue here. Even the tutorial was presented very well and in line with the world.
Oct 9 00:28:38 53m 40s LoopingAges - LD47 ♥ 1 Great entry for your first transition to this side of the dev world :) I've played just about every idle game out there myself, so I already had an autoclicker on hand to play through your game which helped a ton. It's a great start and I thought the theme fit very well. If you did have more time, where would you take this? There's always so many routes a clicker can go, whether it's more resources, or more upgrades, or a new mode altogether. asdf.JPG
Oct 9 00:50:53 22m 15s Knights of the Holy Loop ♥ 1 LOVE the presentation. There's so many small, subtle pieces of polish here it's hard to believe it was a jam game. From the clock-like turn timer that lights up based on which turn you're on, to the small, flickering fireflies that permeate the battle. Growing your team is very addicting, and you did it in a way I've never seen before. It's a bit like a very light "programming" style game and you're programming the attacks you build up over time. Very cool. Speaking of programming loops, the while-loop character is so awesome once you get her :D I ran into the same bug as the others. I reached the end on one playthrough and was forced to sit there. Of all the games I've played so far, this is probably the most innovative, and also the one with the most untapped potential. You get the same feeling of strong power progression as you get from incremental games. Where would you have liked to take this game in the future?
Oct 9 03:14:32 2h 23m Confined ♥ 2 I'm generally not someone attracted to text/story adventures but I'm glad I stuck with it. The ending was !> chilling and very Black Mirror-like. You did a good job with the pacing - keeping the playing in the dark and revealing what was needed. The gameplay felt like a wild goose chase dealing with incompetent people, kinda like a bad customer service call haha. When I got to the main gameplay screen, I did get the impression I was going to have more of a power % puzzle to play with to move on. That wasn't the case. I suspect you wanted to do more of that but ran out of time, just a guess. Cool game regardless, welcome to the world of solo LDs :P What made you opt out of a team this time?
Oct 9 08:49:08 5h 34m Aztec Ride ♥ 4 Yo having Chase on the team was a cheat code, that theme is sooo good! Really fun game, I loved the extreme camera actually. It's intense but it gives a type of challenge I haven't seen in another game, the ability to judge trajectory when down isn't down, very cool twist and unexpected. It also makes a hell of a gif. Like others brought up, after the initial fun of going ham, you realize you actually have to be real careful if you want to get a high score, which ends up killing the fun a bit. Regardless, I can still see the heart of the game throughout this especially if you ignore score attack. You have a game that's just a joy to experience, where you're moving frantically to position yourself in the right spot at the right time and watching the chaos ensue.
Oct 9 10:45:47 1h 56m TANKNAT ♥ 2 Ahhh reading comments I actually didn't realize the ray beam spawned enemies. When I first looked at screenshots I thought it'd be something that moves in a circle chasing you around. I liked the progression of the game. The shop upgrades were VERY strong so it made it feel worthwhile to keep running loops and powering up. I really liked the grenade! Some people said it's unintuitive, and I suppose it is, but that's how the mechanics worked in Jackal (NES) which was a great game, so I was very fond of that decision. The music really sealed in the world. It ramped up menacingly and the sounds all had a satisfying punch to them. Nice game with tight design :)
Oct 9 10:57:25 11m 38s Fish Balls ♥ 1 Although the claw is slow, it really made catching the fish all that more satisfying. The first time I got a 2 in 1 I was so happy since they're so valuable. I remember thinking "I'm not sure I can do a lot more stages of this" after the 1st round. I was pleasantly surprised to see an upgrade shop! Especially one where I could pack the waters with collectible fish. Great choice and it definitely kept me going longer. The overall physical look & feel of the game is amazing. Very playful and alluring. Would you mind sharing tips on how to achieve the bobbing effect on the fish? I've attempted buoyancy code in the past but never made anything look that good. Neat entry overall and a pretty unique premise. I've seen lots of space orbit style games. I doubt I'll see another fishing one :)
Oct 9 14:18:19 3h 20m Bunny Loop ♥ 2 I really liked the movement choice. Like you said, it would've been fairly generic otherwise. I actually haven't seen a movement scheme like that before, and it certainly conveyed that fact that you're a bunny haha. In some ways it also turns the speed upgrade into an interesting choice, to trade speed for precision (not that the player realizes this beforehand). But I think that's really cool. I like games that can scale up to the player's ability to handle something. The lvl 2 speed made me think just a bit harder on the best way to move. I ended up just gunning down the left side of the skilltree to close out the game. I didn't actually expect there to even be a skilltree and that added an extra of engagement for me. Nice mood, nice music, nice job!
Oct 10 04:29:35 14h 11m DooooG ♥ 4 This game has such an enticing gif to bring you in lol. You did a really great job with the model and how it squishes and squirms around, it's a really great effect that makes the dog feel properly chunky. Although the levels were a bit straight forward, the reward of seeing the loops complete actually drove me to keep playing. Great concept and great execution :)
Oct 10 04:40:23 10m 48s The Circle - 3D Web Game! ♥ 1 Neat idea, definitely woke me up because of the speed haha, had to really pay attention. For me it was a rather quick experience, I beat normal and hard modes first try, but I do like that you were careful about difficulty since I could see this getting pretty tricky (and also make your eyes dry up). I thought the loop visuals were really neat actually. The feeling of jumping from one to another is so much better than just fading out and now you're on a harder stage. Good twist to the formula. Overall I thought the entry was good. I like tight, action experiences and this is the definition of that, well done! I'm not familiar with three.js development. What are its strengths and weaknesses?
Oct 10 04:47:43 7m 20s Lost In The Woods ♥ 1 Wow, very unique take on the theme. In respective, I'm surprised there aren't more Lost Woods type of games so this is brilliant. At first I didn't get what the torches were for, I just kinda spammed them (as I'm sure others did). Once the level finally looped, I had an ah ha! moment. It immediately made the whole game better because I knew what I was about to get into. I eventually did find the hole. I'm sorta glad I had unlimited torches because I felt free to place them. I do wonder what it'd be like if you only had say, 5 torches and you had to pick up previous ones. Annoying? Maybe. Strategically interesting? Maybe? Nice entry overall. How difficult was it to make that kind of looping world?
Oct 10 05:00:37 12m 54s DUÆŽL ♥ 1 Nice work, I know it's a bit short but the speed of the final boss stages actually caught me off guard. Luckily I could more or less just form the same triangle so it was just a matter of executing on that. The concept itself is pretty neat and I haven't seen many games this LD that did this sort of mechanic. How did it feel to try out a more action-y kind of game this time around?
Oct 10 05:11:02 10m 25s Quantum Loops ♥ 1 Wow this was a very nice deviation from the standard aim trainer. A real cool variation where you need both speed and precision on the drag! Like others I tried to go in blind but couldn't figure it out. I was assuming I needed to drag a line from the center to a ball and release when the ball was nearby, but alas. I came back here and your description helped me along just fine. The last puzzle was by far the most fun, a bit of execution mixed with memorization (my game does this as well). It took a few tries to remember which ones I needed to backtrack on but I eventually got it. Some of the scores here are quite good! Really impressed with some of them. A unique entry overall. I really like aim trainers, made one myself last jam, and this is a take on it I never thought of. Awesome!
Oct 10 05:24:24 13m 22s Legendary Orbit Golf ♥ 2 I tried going in blind. On my first shot my mouth was just agape watching everything unfold lol. Eventually I figured it out and started hopping from planet to planet though. As I understood the game more I started trying wackier shots to try to hop past planets more. Afaik that was what you were going for. The game idea definitely makes for some great screenshots, it certainly drew me in. There are some clear issues but others have already covered them. I really liked this entry because there have been lots of orbit-loop games this jam, but this is the first one I've seen where you kinda create your own orbits. Not only that, but I haven't seen this style of game where you could also affect things midflight. Usually it's a gravity based shot, you watch it happen, then it's over. Great job bringing some new things into the mix!
Oct 10 05:51:39 27m 15s Anything For You ♥ 3 As someone who normally avoids these games (other than To The Moon), I definitely stayed to the end. I think the relatable premise hooked me and kept me in. Just a story about relationships, the ups and downs of it, and most of all, regret. Having the items be able to be seen in any order is really daring. Often a storyteller can guide the listener but controlling the rise and fall of action, such as continually going between happy and sad scenes like in To The Moon. But that's the advantage of the game medium isn't it? To give the player some agency in how they approach things. I just went right and clicked things along the way, so it's possible I went through the "intended" path of the story. I'm a bit glad the story didn't have some sort of super crazy twist. In some ways that can be a crutch that devs can rely on too much instead of just creating interesting characters you can relate to like you did. That is a huge team that apparently just manifested out of thin air lol (only 1 game). How do you guys know each other and how hard was it to coordinate that many people? Really nice change of pace from other games I've played this jam, great work!
Oct 10 06:06:00 14m 21s Dude Ranch ♥ 3 $2438 here, @jenkinz94 is too good Pretty much impossible not to at least be curious about this game. The art and concept is just so unique. I actually really enjoyed the unusual controls. Quickly pulling in the opposite direction and then mashing L/R is not a skill I practice at all, so that alone kept my interested trying to figure out how to optimize everything. The highlight of the game by far was the golden dude coming outta nowhere for the first time. Did NOT expect that and it put a smile on my face. Very well done. Usually with games with this crazy a concept and art, the gameplay doesn't live up to it, but it certainly did here!
Oct 10 06:47:00 41m 00s Press The Button ♥ 2 I play incremental games quite often and I love variations like yours that put you in a unique setting. Sure the core gameplay gets a bit repetitive, but a) I think that was the point you were going for, and b) like any good incremental, the carrot on a stick are the upgrades. You have good upgrades where the player not only understands the power spike they'll get from them, but they're also spaced out reasonably well enough that they feel like they can get it in a reasonable amount of time. I was always tempted to go idle and leave it alone, but every time I got some money, I was always close to the active upgrade (microtransaction) so I felt obligated to buy that and play manually for a while to be efficient haha. I actually really like the screen movement. It gives some kind of feeling to an otherwise static looking screen. I'm gonna have to borrow that idea for similar stuff, I didn't realize it'd be so effective. Nice entry, it can be hard to innovate in the incremental genre but you have a really unique presentation! PS. I saw that you like hard games in your profile. You might like my entry this jam :)
Oct 10 07:12:51 25m 51s The Curse of Cattenburg ♥ 3 Very very interesting design choices here. You're bold designers! I'll see what I can breakdown. First off, probably the highlight of the game for me was reaching Go and being able to get another party member. It completed the entire looping experience and gave me a goal to continually try to reach. I REALLY like the entire board game meta. In a world full of short experiences pieced together by a Slay the Spire-like overworld, I'm glad you tried something different here. As for the card game itself, my first impression from reading the directions and looking at the screenshot was that it reminded me of Karuta. I'm glad the memorization wasn't THAT taxing though. The memory aspect is a crazy twist to the genre with a lot of potential. I don't think it came into a play as much as it could have. As in, if the cards didn't flip back down after a reveal, it wouldn't have made too much difference for me as there weren't a ton of things to memorize. Perhaps some variants where you could play risk/reward and reveal a bunch of cards, at the cost of taxing the player's irl memory. The waterfall movement of the cards was another unique mechanic you brought in. I indeed liked the strategy of choosing whether or not to give away the card reveal or not. It was reminiscent of Slay the Spire to me where I would carefully map out a combo to make sure I didn't take any unnecessary hits. One of the things that impressed me the most was that you were able to mimic the card movement that you see in Hearthstone, I'm very surprised at that. I feel like that's take me a bit too long to implement to get it to feel right, but you got all the right hoverspeeds and angles correct! Overall I'm a big fan of innovation in games and I'm really happy to see such a bold entry into the card game world. There's a lot going on but it all seems to work together somehow. Looking forward to seeing how you add more things to the game since like some said, it can feel straightforward at times with lighter decisionmaking.
Oct 10 07:23:17 10m 26s Dynamo ♥ 0 Very clever :) When I started out, I thought "well ok, I've seen these sorts of games before." I thought it was a nice twist the the platform was forever rotating at least, that gave a nice twist to execution where it was already a bit hard to gauge the velocity of the balls (just the nature of that kind of presentation). What I didn't expect was the speed up, or the bulb getting brighter. I loved that the game just kinda evolves or time on all fronts including sound. You could really feel the sense of progression, almost like an incremental game. Great job given the very short time frame, I'm impressed!
Oct 10 07:57:39 34m 22s It goes on and on and on Dungeon ♥ 1 Pretty neat mechanic, I haven't seen Blek til you mentioned it and yours is a theme more up my alley. The execution is a bit rough around the edges as you mostly try and angle and hope for the best, but it's understandable since you have a short LD this time around. The concept and prototype is still interesting though. Where would you have liked to take this game if you had the time?
Oct 10 08:14:14 16m 35s Sleepy Hamster ♥ 1 This poor hamster and his nightmares of spikes and.....stack of paperwork?! I really liked the camera angle of the game. It's not an often used angle so it makes it stand out a bit on that alone. It reminds me a bit of Booster Hill https://youtu.be/SANO28TAiA4?t=94 Like others, I actually didn't realize it was a rhythm-esque game until a few levels and deaths into it. I'm glad the rhythm aspect is optional, the last stage is a little daunting. Though I'd probably be able to handle it, I did play it safe and stop the rhythm movement just to avoid the devastating death. I personally thought there may be a lot of hamster wheel games this jam but surprisingly this is the first one I played! I liked the game overall, very bold vision with the art and presentation :)
Oct 10 08:29:58 15m 44s Stuck in The Loop ♥ 1 I got as far as some other people here. Got the key from the bird and did a number of other things but couldn't figure out how to finish it. Unfortunately the deaths are so devastating I could only try this a few more times. As for the game itself, I really liked the concept. It's like Freddy Krueger except you're in a locked room with 2 different dimensions. A very cool concept. I know this is a pretty unrelated game but it kinda reminds me of Phoenix Wright where you have an investigation scene, and then a different minigame later on. In this case, instead of a court scene, you get a little bullet hell sequence. A decent amount of work for a solo endeavor. I think there's a lot of good comments here on what you could do with some more dev time. Overall it has a nice, creepy vibe and a sense of despair as you're stuck in the loop.
Oct 10 08:39:51 9m 53s UnStuck LLC. ♥ 1 Love the meta idea, that there's a looping audio inside this looping game. Hate to admit it but I could never figure out that minigame after several tries. How tight is the timing? Regardless I could see where you were going with this game. You can definitely start to feel the despair of the character's life as you move forward, just doing the same thing over and over again. The art is really bold, I'd love to know the process you had for coming up with something like that. Nice work for having so many new folks on the team, I know that can be tough myself!
Oct 10 08:48:15 8m 24s Stuck in a Soup Loop ♥ 6 Rofl is this gonna be your guys' signature style? Crazy, cartoony cooking related games? I love it. I love the title and theming of this game. I'm gonna guess I won't see any other soup loop games this reviewing period. The gameplay definitely gets hectic later on, though I never had trouble with the memorization portion personally. I really liked the idea of it though, it's very clever and not an often used mechanic. I can't believe you guys (or maybe just @doot) only started doing game dev a year ago. The amount of polish and sense of fun is so apparent. You gotta let me in on the secret. Great job!
Oct 10 19:02:45 10h 14m Lucky Lefty Loves Loops ♥ 3 30.43 here, @ausstein is too good! I definitely played this several times and I enjoyed trying to beat my score. The twist at the end is great and seals in the theme perfectly. Gameplaywise it makes for a great speedrunning game. A bit of difficult controls and also tight paths to navigate make for some very fun challenges. Very fun game, and satisfies my desire to live and race as a snail :)
Oct 10 20:30:24 1h 27m The Titan's grave ♥ 1 Very fun! First completion was only 3 mins, but I'll share my playthrough thoughts anyways. Phase 1: I tried to be gutsy and play the boss up front, just cuz I like to do that sort of stuff. Only later did I realize the hand has travel time, so when you move further back you can squeeze in more shots before having to roll. It's possible that might optimize your times @jefvel but I don't have the skill to prove it. Phase 2: A simple circle strafe did the trick here, I don't remember how much or how often I rolled. Phase 3: Just a much less efficient version of what he does in that speedrun. I didn't realize you could pop in some shots when the dual cannons are going on! I really enjoyed the game. The phases are distinct and make you think in different ways. The thing that caught my eye with this game was the gif of you just nonstop rolling around lol. It was funny and intriguing. Great job on the jam!
Oct 10 20:42:21 11m 57s Hands on Work ♥ 2 Phew, I got triple digits, living the dream! ss2.JPG Fantastic polish to the game, there's a lot of nice and subtle juice going on. I really enjoyed the dangling handle with the rope physics. Everything in the game just had a touch of polish to it that I wasn't expecting. The gameplay itself is very nice. I'm glad you opted to make it so you can make matches while spinning the loop. That changes the gameplay away from the standard "lock into place" type of gameplay and more into something unique to your own. Really great stuff. The overall concept and theming is hilarious and draws you into the game quickly. It only gets better as things get more and more chaotic. This was a really tight experience and showed off clean, interesting gameplay. Pretty much the definition of a good gamejam game. Awesome job!
Oct 10 20:48:27 6m 06s Flying Saucer Scramble ♥ 1 Pretty neat take on this concept. I played a few of these loop-to-kill games so far but you have the most unique control scheme. My favorite thing to do was just make a gigantic loop from 1 corner to the next and let that run it's course - it'd basically kill everything. Dunno if this was intentional or not, but you can hold X to stop yourself doing the loop movement. This gave me even more precision and I could tackle just about any scenario without taking hits. This is one of the better Pico action games I've even played, how hard was it to get the player to travel in a circle like that? It could be easy, I'm just not used to seeing it from Pico games. Nice action game overall. Solid application of pacman-esque sounds to top it off!
Oct 10 21:59:54 1h 11m Woofice Chair! ♥ 4 Pretty much impossible to not wanna play this game from the screenshots lol. Really fun and unique gameplay. The slight sliding of the movement both gave the game a bit more challenge, but also gave you the slight rolly feeling of an office chair as well. Collecting the biscuits was surprisingly enticing, probably cuz the art was so well done on them. Dunno if you guys know this game but most of your enemy cast looks like they belong in https://store.steampowered.com/app/1160330/Fight_of_Animals/ haha. The combat is interesting because unlike a twin stick shooter, you have to be very careful about your positioning vs the enemy. The addition of environment obstacles and attack-windup mechanism makes it even harder to find the right spot to be in, at least if you're trying not to take a hit. Always a joy to play your games. It always has an innovative vision behind it and I love playing them.
Oct 11 09:47:01 11h 47m Loopy Keys ♥ 1 Funny and relatable concept :) The first time I played, I felt like I scoured EVERYWHERE but couldn't find the key. Like others, I would accidently fly out of the house and finish it that way. I didn't want to cheese my way through so I tried a few more times. Eventually I gave up and had to cheat and use the hints from the dialogue to clear some of the levels that way. So I at least got to partially experience the intended gameplay! I liked the gameplay of throwing around furniture quite a bit, it kept me engaged until I got stuck. It reminds me of https://store.steampowered.com/app/1179210/Kill_It_With_Fire/
Oct 11 10:13:44 26m 43s Loop Invader ♥ 2 You gotta tell me how you came up with this idea, it's brilliant and the first true 5 star innovation I can give! I've always enjoyed sniper deduction games. I actually have quite a bit of hours into https://store.steampowered.com/app/303590/Hidden_in_Plain_Sight/ I've always wanted a single player version of that, but I couldn't figure out a way for the AI to be interesting. You bypassed that altogether by having the invader have unique properties vs a unique deduction system. You managed to create a rare, single player sniper deduction game which I didn't think was possible. The game is super fun with lots of emergent gameplay. I had fun tinkering with code blocks, though admittedly I played it safe lots of times with simple leakers and letting it run. I didn't mind that because I found it fun and challenging to try to spot the invaders manually to some degree. I did peek at the video you provided which I'm grateful for. You showed a lot of concepts I wouldn't have thought of otherwise. One of the few LD47 games I plan to try more in the future. I'll be browsing your older games in hopes it's just a much a gem as this one :)
Oct 11 22:03:39 11h 49m Endless Looping Adventure ♥ 3 Nice work, I'm always down to play games like this :) Did you have a particular game you modeled it off of? I know there's quite a few with this sort of layout, but Almost a Hero is the one I've played the most in this format. What I liked about your game is that it's more straight to the point than some idle RPGs. I know this is probably due to the jam time limit, but this version really focuses on raw numbers going up and quick playthroughs rather than a huge emphasis on strategies and counters. So there's more emphasis on power/progression and also the feeling of being stuck in a loop. Tbh I expected more incremental games when I first saw the theme. There's actually been very very few so I'm glad you gave me a change of pace. Addicting game - great job on the design decisions you made! Sidenote: I also noticed you have dark/cthulu-esque theming in a lot of your games, doesn't seem like a coincidence anymore ;)
Oct 12 08:59:23 10h 55m Stuck on a Hyperloop ♥ 1 I'm surprised there's only one comment on Snowpiercer. This game concept is actually great because I can live out that setting which is a really uncommon experience. Got to the end and beat it but I wish I got to have a nice axe-wielding scene :P
Oct 12 09:05:23 6m 00s Ouroboros ♥ 2 Nice classic twinstick with a nice twist. The core gameplay was fun, and by the time I thought I had seen everything, you threw in the weapon upgrade choice. NICE touch. At that point I actually thought the gameplay was gonna be constantly going around a loop picking up more and more upgrades so I was a bit bummed it was only a 1-time thing. Regardless, the boss fight was excellent. Just the right amount of variety. It was also in a claustrophobic space so it felt extra intense. Great concept overall with a lot of room for it to grow!
Oct 12 09:16:51 11m 28s Crocodial ♥ 4 Oh man this game is just insane! The game felt like a classic shmup in the sense that you can just keep tacking on more and more upgrades and become a whirling ball of death. The best thing to do is to try to stack only one attack and see how nutty it gets. My only regret was that it's so hectic I don't have time to appreciate everything that's going on. There are a lot of interesting visuals or icons or UI but I only have a slight memory of them because my eyes are hunting for spell orbs or heart bushes more than anything. Really crazy world you built and the music selection fits it well. Solid experience overall! Btw, you mention if you use a duplicate spell, it makes it stronger. How strong can it get? It was hard to tell just with experimentation.
Oct 12 20:52:23 11h 35m Falling Forever ♥ 1 You caught me off guard at first. The screenshots implied a platforming/action game and then you get the story right off the bat. I actually thought it was gonna be a 100% choose your own adventure dialogue game which is pretty unique haha. You do transition to the actual game though. Similar to others it took me a bit to figure things out but not too bad. Not too long before I found the triple jump. A bit more interesting than similar games due to the dialogue, it certainly fit the definition of stuck in a loop :)
Oct 12 21:00:59 8m 36s Newster - A Fantasy Social Media Sim ♥ 1 Nice idea! I thought about making a phone game about nonstop scroll loops as well but couldn't thinking of a good premise to do with it. Your game mildly reminds me of the game Orwell in terms of reading and parsing truth and inconsistencies. It took me a little bit to figure out what was going on. After rereading the instructions did I realize sharing was the only thing that matters, not likes and dislikes. And from there moved on. I liked that there was some tricky wording placed throughout. Sometimes I'd just glance at a paragraph that looked "official" and share it but lose some points. Only after I read it over again would I catch the hint of bias to it. Serves me right for skimming! One of the more unique entries this LD. I like seeing new things so it was a breath of fresh air. Good job!
Oct 13 18:49:48 21h 48m Loading: The Game ♥ 1 Ok that was super clever :) I usually try to play an LD game blind before reading instructions, just as a challenge and to give possible interesting insights. When I played the game blind I thought it was a basic defense game where you block shots. Of course with this thinking, I had no idea how to get the % to go up lol Only later did I take a look at this page and saw you have to spin the logo manually. Such a smart design choice! I haven't seen anything like that before. I then hopped back in and it was a totally different experience this time around. I took so many more hits because I was trying to juggle spinning as well. It was very challenging and I loved how the game "scales" to the player's skill level. If you're really skilled, you're busy cranking the logo even more, so you never feel bored. Great idea and game!
Oct 13 19:01:05 11m 17s Ternimal Velocity ♥ 2 A game that engaged me VERY quickly, one of the best in medias res intros I've seen in a game haha. The concept was just great and there aren't many falling loop games this jam with a story (though I did find one other one). At first I thought the game was strictly a falling simulator where you talk to people in the right order, but I'm really glad you threw in some falling velocity puzzles such as getting the right speed to handle the platform and lever. This is a really cohesive experience. The art and music all add to the whole concept and even subtle touches like the metal UI were put in there. Really great job :)
Oct 13 23:28:59 4h 27m ringtale ♥ 1 Saw your article on Gamasutra and decided to see your stuff :) I've been doing LD nonstop as for a while as well, it's not easy! Woo this game was tough! I didn't think I could get past the first spike section but I eventually did and I breathed a huge sigh of relief. I'm glad the checkpoints are fairly generous - it's the main reason I kept going because I could quickly redo the section I was it. Ultimately I got stuck a bit after that where there's a T-junction with spikes everywhere. Only looking through the comments did I see you could use the ring as a guide on which angle to take, I never thought of that. I liked the game regardless though, as I enjoy tough games and don't mind grinding at them for a while. You must be pretty good at the game yourself to tune the game to be as such (my game is similar where it's tuned more for me). The presentation of the game is incredible, and the choice to have a basic "tutorial" was great because I felt super satisfied when I cleared the rocks. Great work!
Oct 16 02:34:58 51h 05m Infinite Space Delivery ♥ 1 @gwailofi has anyone ever told you you have an amazing username? Well this game certainly follows the theme! I've ordered food delivery before with botched orders, so I can related to the premise. I'm kinda glad the UFOs aren't particularly dangerous, it can feel painful to get kinda far and then die, so I didn't have to worry about that. Though it sounds like you intended to add more obstacles and possibly stronger AI lol. For a first game, I can't fault you much. It looks like you scrambled a new team together to do this as well. Hope you guys keep it up!
Oct 25 05:18:58 218h 44m Hide and Seek ♥ 1 I avoid horror games and movies like the plague but I thought hey, it IS halloween, let's jump in! I progressively lowered the volume each time something got spookier lol, and I DEFINITELY dropped it to a minimum the first time the beast got me. I got stuck a few loops later but I can definitely appreciate the game for what it is. I thought the eye close mechanic was very cool and I really like the "locked room mystery" setting, like the Hateful Eight. Being stuck in a loop here actually accentuated the horror theme a lot, because it makes you feel a sense of dread that there's really no escape. The art is really great and cohesive. Hell it even looks like you took a decent amount of time making that title screen look good. I love how you're always evolving your style and experimenting with new ideas and genres. Happy to have played this game despite my cowardice!
Oct 25 05:35:56 16m 58s Solivagant ♥ 0 The music in this game really carried it for me. Super catchy and I didn't mind hearing it over and over. Although like others said, it goes away after the first loop which is sad lol. What did you make it in? It kinda sounds like Beepbox but it's done so well it seems like it might be another tool. I hear you on the lack of time issue. Some of the levels are a bit repetitive but I understand you could've done more with some more time. Overall I thought the concept was pretty clever and there's an air of mystery to the game as you try to figure out what the heck is wrong with your owner.
Oct 26 06:29:40 24h 53m Space Drummer ♥ 2 The way you meshed the drum loop in with the shots was brilliantly done! Even though I didn't make an "optimal" loop, I loved that I got to just take my creation for a ride and see how I did. Like others said, after playing this version you can easily see how this game could be expanded with metasystems and upgrades to keep tuning your loop. Really awesome potential on top of an already fun game. This is your first LD game but it seems like you guys have more experience than that. You have a decent sized team and a lot of polish, so have you all worked on projects together before? Really impressive overall and it's one of the few music looping games I played this LD~
Oct 27 18:37:58 36h 08m Stranded ♥ 1 So I played this game on an ultrawide monitor, it is was SUPER intense lol. The reason is because the game fov stretches out like crazy, and I can only see a few tiles to my north and south. Because this game is heavily up/down movement heavy, it made a basic thing pretty perilous as I could barely see what was ahead of me. The 3 hp thing didn't help either, and I would frequently end up with 1 hp. None of these are criticisms though. I enjoy hard mode so that actually added a lot to the atmosphere of the game. I did end up beating it after a few tries, and I was definitely sweating bullets making it back to the top of the ship with only 1 hp. I actually liked the design of the ship level. You took some time to actually flesh out some things like what could pass as a cabin or dining room. It also made sense to descend to the bottom since the thrusters were there. Great sense of terror overall from the game!
Oct 28 04:46:21 10h 08m A Monster Hunter Story ♥ 1 Played this post-jam end. Wish I found this beforehand, I would've given it a perfect score. Amazing work!