A really interesting take on the concept! I only wish the deeds physics were more appropriate to their size: throwing the smallest stone feels the same as throwing the largest. But it is a fun arcade, with clear potential for post-jam polish!
Seva Khusid
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I like the level design in spirit: it tries to make the most of the idea, and some scenarios are rather interesting. However, it feels like some screens require precision and repetition, and the need to reset to the last checkpoint rather than the start of the screen ends up frustrating. The music and visuals are pleasant!
Really great presentation!
I like the game mechanic - it's really neat that you get to reroll the dice - but I wonder if this becomes a tad too random. Making the most out of an entirely uncertain situation is not as fun as having some grasp of what might happen. Perhaps it would come with player experience?
I hope you don't abandon the concept - I'd love to see what could come of it with further mechanical polish!
Was there love put into this? Unquestionably.
I am unsure what makes it bright - perhaps I missed some amazing aspect? The variety of routes is the simplest element any navigation-based game could offer; the environment is bland and uninteresting. Even copying this block and covering the empty plane with it would have been something.
What I called ‘abysmal’ in the endless walking is the combination of its speed and the focus on it. It is a possible game design decision, absolutely, and it does fit the meditative nature of the game. However, the environment - to me, at least - feels borderline distressing in its repeating patterns and clear irreality. If it is a meditative game, I do not see what to meditate on.
Perhaps, I am the problem. I find this environment design lazy and careless, and fail to see any substance to this game. Do explain if I miss out on something great - I will admit my blindness.
Thank you for your feedback - a significant portion of feedback was about frustration some players found, and the game is indeed very tight on time.
Your solution would work, though it loses the thematic coherence of everything staying in a time loop - do you think something else would help? Perhaps, more time? Or clearer layout, with more hints on where to go next?
I am unsure whether it is correct to call the spinning boxes looped...
But that aside, this game is lovely! The main mechanic is VERY fun to play with - in a megaman-style level it would shine. The only small issue was the unorthodox use of spacebar for the ability - I understand the hesitation to use too many buttons, but keeping space for jumps and using, say, enter for the dash would make it a bit more intuitive. The art is on point, and the cutscene is stylish.
I genuinely hope to see this game developed into completion!
The premise sounds interesting, and I liked the use of an AI voice quite a bit - but the very first door failed to work for me*. and the rest of the level felt like a random assortment of boxes. Movement is slow and clunky - not even in a 'hey, it's a robot' immersive way.
*Our game had a similar problem: certain scripts broke when exported as a WebGL. I couldn't find a solution in time and ended up submitting a win64
A lovely game, very classical for a jam. The core mechanic and its developments are interesting (though I ended up being stuck on the two enemies, a brown button, and a tilted jump pad level). The implementation of sound but not visuals makes it feel strangely timeless stylistically - too clean for Atari, too simple for anything modern.
The movement is pleasant, the puzzles are fun. One and only one problem I could find was the lack of a reset button. Manually ending the loop would have made it feel much smoother and faster-paced.
A great submission!