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Mistakes Made, then Repeated Infinitely's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #33 | 3.941 | 3.941 |
Overall | #35 | 3.882 | 3.882 |
Use of the Limitation | #42 | 3.882 | 3.882 |
Concept | #49 | 3.941 | 3.941 |
Presentation | #78 | 3.765 | 3.765 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
David Forrester
Software used
TIC-80, with VS Code for LUA editing assistance
Use of the limitation
Your past-selves become your biggest enemy, as they are the largest obstacle to completing the levels.
Cookies eaten
3
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Comments
WOW, the visuals are incredible and the concept is very easy to understand
Cool concept! It's simple to grasp, but the combinatoric makes it quite difficult.
For activating the switches, I'd prefer to be able to do that no matter which direction the character is facing. As it is, you need to stand besides the switch and face it to be able to trigger it.
This is truly top tier 10/10
Love this one. The concept is simple at first but it quickly gets out of hand in a great way. When I got to the early stage with the two switches and ladders I immediately realized how chaotic it was going to be. This game feels like a nightmare version of Mario vs Donkey Kong or Lemmings, it’s just fantastic. The presentation is clean, the controls are sane, the collision logic seems sound, and it runs well. I think this is the first time I’ve ever given full ratings across the board to a game in a jam. Great work!
Thanks - it really means a lot to hear this, especially when I've only done 3 of these jams so far. I am trying hard to learn to focus my time on the right things. =)
Honestly, I thought this idea wasn't going to work at all, and I'd have to add a bunch of enemies to make it challenging, but then when I implemented it I found that even the simple levels got so chaotic that it didn't really need them.
Very well-made puzzle platformer, I had a blast playing it. And there are so many levels! Congrats on creating that much content on such a short time.
Visuals are really solid and the the level design is on point. I particularly loved the level in which you have to wait for the past selves to hit the switch repeatedly. Great job!
Thanks! I finished most of the game mechanics early Sunday, so I ended up with a few solid hours left to focus on levels (in exchange, I had to skip adding sound and music, but I think focusing on having enough content to play was for the best in this case)
Very Cool!
Unique take on the "avoiding past selves", since you do have some control as to when they spawn and despawn. Other games have it constant which make the whole level chaos, but this has moments of downtime and thinking, which I enjoyed.
I found the controls a bit uncomfortable, since I am used to WASD + Space. Would be nice to have some other movement options, especially when I need to be able to be precise with my movement.
I think level 9 was the most showing of the mechanic, of how quickly things can get out of control, as well as needing to use your past selves to get the height. Also found out that you can just keep rising if you don't move after picking up a gem, would be cool to see that in a level :)
It was really fun to watch a completed level play over, to see the barely working contraption that you've made, watching over your narrow escapes and such was cool.
Level 11 was probably my favorite, since you were able to just ride on top of the green past the whole way through lol.
A mechanic I think that could've been used more was killing out past recordings, since I found it interesting that lets say if you recorded a green, then used that green for your blue recording, and then killed the green recording, it would still keep the blue, even though they would be standing on nothing.
Visuals and theme were nice, would definitely benefit from some music.
Nice job!
I see what you mean - I absolutely should have mapped space bar to jump instead of menu, though I did not think of it at the time.
I thought the same thing about the end-of-level solution replay; it was 100% unintentional coincidence that it happened, and yet it worked out so well! XD
And you're right - I should have used the sword mechanic more; I was thinking of it more as a way to redo some of the chaos when you mess up too badly, but it could surely be used as a way to solve a puzzle, too.
Thanks for the detailed comments!
Super fun gameplay and concept, I love the pure chaos that you have to navigate through when gunning for that last gem.
Very nice puzzle game. This game utilizes past self-mechanic to the next level, not just an obstacle but also a useful tool to solve a puzzle too.
Art style is simple, nice, and simply animation . UI and tutorial are also on point. Only sound that still needs some work, but anything else blends in with gameplay well
Good variety of levels and well made and polished, does desperately need some arcadey sound effects.
Thanks! I ended up having to skip the sfx/music to make more levels to play. I found my early sound tests to be more distracting than they were cool sounding and I needed to prioritize where I spent the time.
This was really fun and polished, as others have said some music and sound effects would be nice, and also maybe flip the sprite when walking in the other direction
Yep, I had to skip these things to make sure the game was polished and had enough content, but I completely agree that it would be better if I could have included these things. Anyway, I'm glad you enjoyed the game even without sound!
Pretty great conpect! altho, sound effects or some music would have helped this game a bit.
Game was really fun! Loved the idea behind this, not many people have used this idea.
Perfect (5/5), however I miss some SFX and Music. Incredible presentation and puzzle design.
Thanks for the nice comment! I would have loved to make SFX and music, but as it often goes in these jams, I ended up having to prioritize other, more essential things (like making puzzles to actually play).