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Full Circle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #778 | 3.618 | 3.618 |
| Narrative | #985 | 3.294 | 3.294 |
| Artwork | #1192 | 3.882 | 3.882 |
| Creativity | #1335 | 3.912 | 3.912 |
| Enjoyment | #2257 | 3.324 | 3.324 |
Ranked from 34 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?
We allow the character to loop enemies to destory them
(Optional) Please credit all assets you've used
see description for full credits
(Optional) What would you like to be called if GMTK features your game?
Team Reasonable
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Comments
Ludum Dare has “Mood” as one of its voting categories… I wish GMTK did, too, because the existing categories aren’t great at rating that aspect. The atmosphere in this game is very impressive. The combination of the colour choices for the city and that really evocative piano gives a hard-to-describe feeling. A little sad… a little foreboding … but a little hopeful, too.
The gameplay didn’t quite work for me, though. I quite like what you’re going for, particularly the use of loops in combat, but I had trouble controlling them. The dashes are fairly long and straight, so they’re hard to connect into a loop, especially a small one. Gravity is also high, and the dash trails don’t last long at all, so actually creating a loop where you want requires some pretty quick reflexes and doesn’t feel all that natural. Especially when the game wanted me to fight enemies, I simply couldn’t make accurate loops fast enough, and I kept dying over and over. (I ended up stopping when one death caused the game to freeze up for some reason.) A different control scheme could make the difference here - maybe dashes are not the best way to go about this. It needs a smoother form of control - maybe you draw the loops or something?
The atmosphere is great, though, and I like the mechanics in theory. Good work overall!
Note: I was going to play this on controller, but even after some experimenting, it wouldn’t work for me. On the web build, even with a controller paired, the mouse cursor is still active and you always dash towards it. Make sure that you’re detecting the type of player input and adjusting the controls accordingly.
Thanks for the critique, we accidentally pushed it out with a bug that causes the player to be unable to respawn when dying to spikes, that's on us, pressing the R key will reset the player to the start of the level as a little bandaid. Also, to play on controller, press the P key, this will pause the game, where you can change the movement option option from mouse to directional. This was not written on the game page itself, we must have forgot.
Glad you loved the vibe.
If you press select on the controller, it should automatically use momentum movement instead of head towards mouse. Alternatively you can press P/Start to open the pause menu and change it there.
I wanted a more intensive way to automatically change the control style for the player, but it just wasn't in the cards due the time limit, but thanks for playing it and leaving us a review.
Very atmospheric game, the music is so melancholic, bravo!
Pretty cool gameplay after i found out how to loop it!!! Great Work!
I would love your rating to my game!
Pretty cool gameplay (found it hard to control though but that may just be because of my azerty keyboard c’:) and the visual storytelling is really nice as well. Great work!
I like the atmosphere! Great pixel art. The mechanic is interesting, too. Congrats!
Great mechanic, dashing around and making loops was pretty fun, though with the length of the trail it was a bit hard to complete loops around enemies sometimes. I liked the art and environment too, only feedback - some little tutorial ingame would be great, and the game got pretty laggy for me in the area with tons of spikes and dash recharge crystals.
Wow! I can't call this anything other than a masterpiece ^ These locations, these colorful pixels, this music ^ It took me some time to understand the controls, but the exploration process itself, the "flying" – pure joy! And those adorable little spiders >< just my humble opinion, but this game would make an amazing quest game, with boss fights and exploration! It’s really, really awesome!!! You’ve captured my heart >.<
Special mention goes to the smooth and beautiful animations, the overall visual smoothness (no glare/shaking) – it’s such a cozy world that I just want to keep exploring it, and listen to the background music on repeat >.< You’ve done a tremendous job! Thank you for your effort, your hard work, and the atmosphere you’ve created! My admiration and gratitude <3
Not sure if this was the intent, but I found this game brutally difficult, and I felt like that actually accentuated the desolate and harsh world of the game. It felt a bit Rain World in some respects with the silence of the world and the brutality of it. The movement was definitely hard to get the hang of, but always felt fair and was most importantly of all fun to play with. There were some really fun platforming challenges, and I was impressed by how you were able to tutorialize objects through level design without the need for text. Great stuff!
Really cool artwork !! fits the gameplay like a glove too, had fun playing it great job !!!
I realy love the idea. good job man
Really good game, creative concept and it feels cool to complete loops. I'd love to have a half-second leniency time to complete loops even if you touch ground, I caught myself touching ground accidently and screwing up my loops a lot but maybe thats just a skill issue on my end. Great work
feels great, nice to see such a good game made by a team, I tried to work together a long time ago, that didn’t worked out :(
The dash was hard to loop around enemies that were always trying to hit you, But i liked how I got more dashs longer down the line
We'd intended to get the dash chain *really* long, like up to 20 - 30, had we had a little more time we would have.
Great game, wasn't sure how to beat some levels, but got it in the end :) cool atmosphere with the robots too, I think it also ties in well with the feeling of a run-down city.
Did you get stuck because you didn't know you had to kill all the enemies in a certain area? Looking back that wasn't fully clear.
The idea and the mechanic is very creative.
The dash control is a bit off and could be further improved.
great game with great diffuclty, I love it very much, the mechanic and sound are top in my opinion
Very well done! I found one spect that can be improved on: Since this game is a platformer, consider adding coyote time (= player may jump a few frames after they left a platform) to make the overall experience more enjoyable.
Extremely creative idea with the main mechanic! And really good artwork.
Insanely good - I played through the whole thing it's very addicting and the main mechanic is great
Love the loop idea! The pixelart and music are also really good! Post apocalyptic my beloved.