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Blip in loop's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4837 | 2.173 | 3.286 |
Enjoyment | #5595 | 1.701 | 2.571 |
Overall | #5899 | 1.764 | 2.667 |
Creativity | #6461 | 1.417 | 2.143 |
Ranked from 7 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?
instead of platforms and npcs being the player's supports, here they become obstacles that the player has to avoid.
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
Yes
We created the vast majority of the music during the game jam
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Comments
I like the game the art is very good the background music is good too. I didn’t understand at start what to do until I used the arrow keys even if it doesn’t fit the theme the game is well made. Keep the good work. If you want, can you rate my game?
hello and thank you! I tried to do the best I could in the time I had, and the details of the controls, in the future I will make a tutorial or something that indicates the controls that should be used, in addition to an option to choose the types of controls that the player will use, and you can leave it alone and I will continue to produce the game, I have big plans for this one! Thanks again for playing. I'll check out your game later!! 😉
Thanks.
The correlation between pressing time and character speed is very clever. I think there can be more designs in the vertical dimension of the level, allowing players to repeatedly use that speed skills to pass. However, the theme of this game is not very related to this jam. It would be better if you could increase the relevance through some storytelling (such as player act as a bad guy). Additionally, I noticed that in a very dark level, many enemies approached me, but encountering them would not cause me any harm, not sure if that's a bug. Anyway great job!!
thanks!!!
▪I used this connection between jumping and speed as a way to bring variety and complexity to the player's movements, when you're going to jump, it's not just a jump, several things you have to take into account.
▪The more vertical level design is already being added in the game phases, unlike what I could do in this version, it will work in layers, like you have the top path which is the most difficult and which will make everything for you to go down or falling from it, there is the middle one that most players will end up falling on where there is a balance between platform and exploration, and the bottom one where there are paths more with slower platforms and less linear.
▪Yeah, I know, I had a lot of ideas that I ended up not implementing in the final game.
▪I'm already writing the story and you can be sure it will be relevant, if there's one thing I always strive for, it's bringing a good script to the games I make.
▪And the enemy is a bug that I forgot to remove in the final version 😅...
I find the idea great. It doesn't fit the theme well but i really enjoyed trying to speedrun the game. The physics are very well made and the aesthetics are very cool as well. I wait hastely a full version. And a last thing, what have you used to make this game? I'm curious to know.
thanks! It really is, this year I couldn't follow the way I wanted the theme of the jam, who knows next year, as for the physics I did it with that same objective, I wanted the player to have to master the controls and layout of the level to be able to move in the phase, so the more you master the controls in the more areas you access and the faster you pass, the art in general I am happy to hear that it was good, in the future I will release a version that has at least two phases to be able to have an idea how the game is going to be and the plot, etc, and to finish everything I used to make the game was the game maker + an application to create music from the playstore + my brain.
I like the art style, the idea of reversed/repeated time is a really cool concept which could be expanded upon.
thanks, different from my other main game, this one i tried to make it more focused on the pixel art style without a lot of details to look more like retro games and also because it would be faster to make in two days, in terms of the looping mechanic , it really is a great idea, it just needs more development and exploring creative ways to put it in the levels.
art looks great, but the game is super short, and doesn't fit the theme to well
I know, I didn't have time to do everything I was planning, so I try to focus more on making the base of the game so that... it could be playable, more certainly using its base to create a future release that really is an interesting game.
It's a very simple platformer. Not a lot to say.
yeah I know, and I tried to focus more on making the physics work right a lot of ideas I had like: him having a movement that he glided with his ears, or one that rotated for a certain amount of time, but I had to remove those abilities from this version, because, it was bugging the whole game, but who knows in the future.