Very creative usage of the theme, the game has a unique atmosphere. I enjoyed having my mind blown although it felt quite confusing at first. Nicely done!
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You Are g00p's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #787 | 3.674 | 3.674 |
Presentation | #1441 | 3.304 | 3.304 |
Overall | #1442 | 3.246 | 3.246 |
Fun | #2201 | 2.761 | 2.761 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
I have decided that places in space that are usually disconnected will be connected, this makes for very confusing gameplay
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
I think I may have gotten stuck at one point? Not sure how to end the game and I seemed to be infintely wrapping around. I loved the idea and its one I would love to see executed well, but combined with the slow move speed and the sections which are just holding a direction key, it was a little boring at times.
Try to either add more mechanics or just a little more for the player to do during gameplay. Slow gameplay is fine, but you need to avoid monotony.
The loop around to the tutorial after the credits is intentional, I wanted to keep in the mood with the whole "wrongly joined spacetime" thing, and since the player usually moves between levels by falling down, I felt it might feel it bit mindfucky to end up by falling down where you thought was up. As for the gameplay I completely agree, I really wanted to add more to it but I just ran out of time. I also really wanted to add more complex puzzles, but with only to present mechanics (the orbs/platforms and the wrapping around) there was only so far I could take it.
I definitely plan on adding some more features when I'm allowed to though.
Thanks for the feedback <3
Really neat! I think it would be cool to use the screen wrapping to solve puzzles in a larger, contiguous world like in a metroidvania. Nice work overall!
I really loved the way the game starts and the in world tutorial. Messing around with non-euclidean stuff is really neat, I wouldn't expect to see it in a game jam. The movement speed of the character was pretty slow and some of the sections felt mostly like trial and error. Really cool idea and the non-euclidean execution was very well done!
If you have time, please check out and rate my game!
Thank you so much, I really wanted to make some more creative puzzle-design but I ran out of time so the only mechanics I had were the non-euclidean stuff and the orbs/platforms-thingy so I had very limited options. I sketched out a bunch of cool ideas with button and throwable orbs and whatnot but SEVERELY overestimated my speed programming so I kinda ended up half assing it. I am planning on expanding on some of those ideas in the near futher though.
Thank you so much for playing <3
Cool game, and very well presented. The intro was neat too. I wish the movement was a bit faster, but overall great job!
This is super nice. I really enjoyed playing it and music suits it well for me so nice choice. I keep thinking how did you program this and made it seamless. Good job!
haha, I'll let you in on the secret, I just teleport the player from one spot to another, or in some cases invert the camera to make it a little disorienting. Here is a picture of the 3rd level behind the scenes (the one with the wall). I just teleport the player from the bottom right to the top left to create the looping effect and from the top left to the bottom left for the end of the puzzle <3
Loved the "how to play" in the beginning. I wish all how to plays were that good. Also liked the simplistic but very nice visuals. Goop could've run a liiittle faster but other than that I really liked how I slowly felt I was loosing my mind.
Interesting concept, the player speed could be increased (as it has already been mentioned in the comments)
I also noticed that the player hops a bit when spacebar is pressed, but the play can't actually jump. I think the game would get a lot more interesting if jumping was allowed, that would also lead to new possibilities in the level design. A walking animation could also help make the game better. But overall, it was an amazing entry!
Yea the spacebar thing is remnant of an old piece of code that allowed you to jump, it would let me get rid of it for some reason. Not allowing the player to jump was a conscious decision, it also was the wrong one. I completely agree with you that it would've made the game a lot more interesting. Thanks a bunch for the feedback <3
Really interesting concept, I would advice increasing the movement speed and gravity as others have mentioned.
Really mind-bending! It reminds me of Antichamber, and probably some other games. Finding sections flipped was really cool. I especially liked what happens after the credits! :) I agree the motion could be much faster. I would have liked at least one really challenging puzzle: trial and error seemed enough to get me through. Still, it really made me think! Thanks!
Good game! It's fun to find how things link. A couple gamefeel things were lacking - gravity is constant and super slow, so getting around in places that make you fall is slow and doesn't feel great; that means it's also hard to figure out where the connections are because you don't get quick feedback. So, speeding up gravity (and giving it some acceleration to terminal velocity) would go a long way towards making it feel better.
It felt slow and the movement was frustrating. Visual design for areas and the character could maybe be improved. I wouldn't have felt as frustrated with not being able to jump if I didn't have legs.
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