This is really good, though the pickaxe seemed a little bit tacked on? Regardless top tier for this jam for sure.
Luke
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I really like what you did with the theme, and really like the backgrounds you made they look really nice!
I feel like your use of "special object" was really just pasted on though to be honest. I guess you're smashing the locks with the pickaxe? Doesn't make much sense to me.
Also, there is what (I assume) is a bug where just walking into the locked objects still changes your screen so you can just walk back and forth between locked objects and never become bored.
I have done a few unity tutorials just simple follow along types, but I also program in my day job so have the benefit of being familiar with C# at least, just not the unity related side of things.
Also if I had more time I was going to make the text at the beginning change more based on both what loop number it was, AND how much the previous player character mined. Just couldn't find the time.
Thanks for your compliments though.
Yeah, sadly that is an issue. There was a slight delay working on my local machine where when a hole would form, you would fall down to the next floor at the same position you were at above, and then there'd be a splat of blood. Sadly the delay doesn't seem to be functioning at all in the actual build version so you both don't know what's happening AND can easily accidently skip the text. :(
I wanted to write more in depth text, but really ran out of time trying to get the procedural generation of the floor just right, and include a bit more of an opening, and well honestly lots of other stuff.
This was my first jam ever though so I really ran out of time attempting to do it all, hah. Getting the procedural generation of the floors and learning much more than I knew about sorting layers took me longer than I care to admit, lol. (The floors are different every time you play).
This is a neat little game. Really like that you took the idea of a 'loop' in a different direction than most of the entries seem to. I do wish the rope wasn't so stretchy though, it made it really hard to swing the pick axe in an actually satisfying arc and instead I just found myself trying to flip it in straight lines.
Camera controls were a little wonky too, I kept wishing I could move the camera around with ASDW because clicking to drag when the pick axe is also attached to your mouse means you cant really be trying to mine and move the camera at the same time.
Over all I quite liked this one though! (do any of the ores besides the crystals do anything at all? If so I couldn't tell.)
I think the idea of the loop is well implemented, and the idea of a deck builder where you run through a loop of your own creation is an interesting idea.
Sadly, I think your use of the special object was entirely pasted on and had no actual bearing on the game.
The balance also seems off, I'm pretty sure I could just go on forever (although for a weekend gamejam, balance seems like it would be tough to pull off). Choosing to just add vines and healing items to my hand when ever possible though I feel like I could just go on forever since when you run out of cards in hand you can run the loop even if you haven't played stuff to meet the 'danger' level or what ever you want to call it.
It was neat though.
Maybe I'm just stupid, but I for the life of me couldn't figure out this one.
It looks and sounds great. I assume the shapes are 'looping' through specific patterns of movement, but honestly I could not pick the patterns up at all (unless they change from level to level???) I was also confused on the color choices, are the red and light pink supposed to have the same movement sets or different? If different I really would have chosen a different color because it was really tough for me to tell those two colors apart while trying to keep track of everything happening on screen.
Over all I really did not get the feeling of 'loop' from this game, but it was very pleasing graphically and sonically.
Neat concept but pretty rough. I didn't have a strong feeling of the loop theme either (even if going through something twice is technically a loop).
Also seemed absurdly hard, I only beat the first difficultly by mining a path connecting to no caverns with enemies because I saw no way to really survive against them, they seem far far too powerful.
Also really wish the UI would not have rotated with the second character's gravity and that there would have been an arrow on screen indicating which direction is "down" when not with the default gravity section.
(The "No that won't work" with the red overlay would also frequently persist after a death, forcing me to reload the page just FYI)
Cute little take on an auto runner type of game. I think the loop theme is really interesting, but a bit hard to get used to. I think I would have preferred if the actions auto cleared themselves off after they are run through so I didn't need to both try to look at what's coming up and take time out to clear my past loops.
I think it's a fun little game with room for improvement (but of course we only had like 48 hours, so I understand why some stuff is missing, hah.)