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STUB's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #787 | 4.068 | 4.068 |
| Creativity | #986 | 4.000 | 4.000 |
| Narrative | #1221 | 3.159 | 3.159 |
| Audio | #1476 | 3.364 | 3.364 |
| Enjoyment | #1694 | 3.477 | 3.477 |
Ranked from 44 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?
The core mechanic involves "looping" yourself back in time, but the world forward. Your past self may leave hazards in your way, or help you out for future iterations.
(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?
BirdBurger Games
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Comments
Great level design that really makes you think about how to clear it.
Thank you!
All the effects (shoot, rewind) are really snappy and well done. Superb puzzles, and the artwork is quite nice. Even though its a jam game, but the difficulty spike is a bit steep, and the number of mechanics introduced without tutorials took some trial and error to figure out - in general I think there were just too many variables (where will I respawn after looping, where will the enemy clones respawn, which direction will they move, etc) to really strategize and puzzle solve, and I just ended up solving the hard room a bit on accident. That said, all the mechanics (other than the pufferfish) have great synergy and I can easily imagine this being a full puzzle platformer. There really should be a button to cancel your shoot if you accidentally start aiming, and the platforming is a bit too precise for a puzzle game.
Thank you! Yes definitely not enough of a ramp up. Although its a lot more fun designing the hard levels haha. We're definitely going to add 3-5 more levels between the existing ones to show the player these mechanics in a safer environment. The cancel isn't intuitive and we're thinking of doing a button for that as well. As for the precision platforming we actually want to keep a lot of that but just make it less punishing; having both hard strategic puzzles and somewhat hard precision platforming was a goal of ours. Unfortunately some of the windows we designed are too tight or don't feel intended with how close they get cut so that will take a while to get right. Really appreciate your time and thoughts!
Pretty slick! Could definitely use some more ramping on the level difficulty, does seem to go zero to hundred a bit 😅I wish there were more reason to do those sick jumping trick shots! All in all, very solid entry. Thanks for sharing on stream!
Thanks for playing - really enjoyed the stream!
Fun and unique twist on the looping lives mechanic
The restart button didn't seem to work on web
Other than that, the trajectory line seems a bit imprecise. There were quite a few times where the preview looked like I lined up the perfect shot, only to collide w/ a wall in way that didn't match what was projected
Ah Restart is hold, not press, sorry! And the collider used a ray cast query and not a circle collider at each step length which was another oversight. Thank you for playing though!
very fun take love the design of the game
Really cool idea, with some good puzzles that got me thinking quite a bit! If I had to give a point of improvement, though, I think the precision required to make some of the jumps is a bit too high - the last level, in particular, took me many attempts to actually beat once I’d figured out the solution, because it was a bit too easy to accidentally fling myself into harm’s way.
That said, this is a really solid idea for a puzzle game, and I’d loved to see it tweaked and refined with more mechanics! Good stuff overall.
Thank you! And yes a little forgiveness is in order for the player controller haha. We’re thinking of pursuing a full release so these things will be fixed!
The art is really cool! The game also feels so polished. Some of the puzzles are pretty tricky, I enjoyed it a lot!
Thank you!!
Hey, I decided to come play your game because you left a nice comment on my game. I think you have a really solid idea here, and I would actually love to see it be fleshed out into something bigger! This is totally the type of thing I would play on a website like Coolmathgames or even buy on Steam. The art style is strikingly good. I haven't played many other submissions, and this one is pretty unique as far as I know. I'm really impressed with how far you got during this game jam. Can I ask what you used to make this ?
Thats so nice thank you so much! We developed the game in the Godot engine. We're a team of two, a programmer and a programmer/artist, the artist uses procreate and sometimes aseprite for artwork.
This is our third jam, we did our first in January, and before that we had made one really bad Godot mobile game lol. After the first two jams we realized that we focused way too much on trying to get tons and tons of features and we decided to go super small scope this time around. Not that what we did was small but once we got the jumping / cloning mechanic done the rest was just slapping down the building blocks. I won't lie I did not get more than 2 hours of sleep on Saturday night but it was all worth it.
Also another huge thing is that we learned how to very quickly get implement the core infrastructure blocks and all that boring code. By that I mean we have a pretty set standard for our audio manager, scene manager, UI / settings manager, even our directory layout is standardized now. The key benefit is 1 the time save but also 2 that whenever we do a jam we don't have to care about any of that stuff, we just get to immediately work on the fun parts and prototype the core idea.
thanks so much for the info! I'm glad to hear that y'all are getting the hang of it, even if you don't sleep haha 😂
Amazing Game! The puzzles were quite challenging, but still fun. Great Job.
Thank you!! Hope they weren't too hard for ya :))
at first i didnt knew this is so satisfying until i freshed left shift LOL THAT GUY CAME SPITTING OUT HIMSELF WHAT THE HECK I SAID WITH THE JUICY SOUND it made my ears tingly Thank you for making this game AWESOME GAME!
Lmao well I'm so happy you enjoyed it!
It's really satisfying when you figure out the answer, but it's pretty hard to get to that point. Lvl 4 has me completely stumped, to be honest! I think this would have really benefitted from just a couple of easier levels to get the hang of the puzzle concepts. I think the art is wonderful but the gameplay would have been just as fun with simpler art, which may have given you a bit more time to allocate to level design.
Great job, guys!
Thank you!! Yeah the difficulty is a bit much lol. We have a habit of making things a bit too difficulty, and our biggest regret is not making 2-3 more easy levels between 2&3 and 3&4! Happy you tried it out though, thank you!
I get it, I struggled with balance as well. Turns out its hard to make and playtest a game from scratch in only 4 days!
Lol who woulda thought
Spynder makes an interesting point about mixing the two genres. I think the GOAT Mark Brown went through something similar when working on MOM. However if your going to experiment this works. Also as long as you can complete a level either way it might really work. I spent minutes trying to restart like others apparently. Needs more cues and visual feedback. I think you can do a lot with this concept. A little hard for a jam though (for me) so didn't put in as much time as I would like. Worth adding to my future play list though. Just started getting the hang of it. The low key art style and audio is super nice
Thank you!! Yeah its a little unforgiving at the start. This is our third jam and we've hit similar roadblocks before. It's gotta be very forgiving to get good reception on release. Mark did hit an issue where his puzzles were a bit too hard which definitely happened here as well. For a full release it'd be a much longer ramp up in difficulty for sure. I really appreciate the feedback and I'd love it if you came back and finished out the demo (if you like lol). And thank you for the kind words!
The puzzles are hard, that's a good side of the game. The other side is, I'm not sure if it's my personal irk or just it is like that in general, I don't feel like puzzles and platformers (with timings as close as this) really go together. I did manage to beat the full game (is there a reason to collect time crystal if the end is in the other direction?), but as the time went on, it started being less of a puzzle game and more of a rage platformer.
As the other comment said as well, there are some issues, like being unable to cancel a shooting action, or shooting line prediction being unreliable in tight spaces, but overall it wasn't that bad.
In the last level, I had to spawn an enemy moving left, and wait for like half a minute for it to reach the red button at the bottom so that I could open the red door. After that there was a whole section I had to go through with floating blue spikes, which made it easy to die and then I had to reset all over again, wasting a lot of time in that place.
TLDR: The puzzle aspect of the game is nice, with some polish (add canceling and fix prediction) it would be even better, but it seems that platformers + puzzles are just not my cup of tea. Still, a very good submission to the jam!
Yeah the prediction line is faulty since its not checking the proper hitbox and the finicky controls is something we're totally going to fix post-jam. The last two levels are to showcase the other half of the gameplay, wherein its less about strategic planning and more about maneuvering around hazards you've made. However, you can actually strategize in those final levels so that the hazards are less of an issue for you by spawning them in certain spots / directions.
We designed it to appeal to both those who like complex/hard puzzles, but, also those who appreciate precision platforming & finesse. Again in those last levels you can outsmart the cloning system and make it easier for yourself. Our main regret is not making more levels where the difficulty ramps up a bit slower – obviously due to the time constraint that couldn't happen. I really appreciate your input and I'm happy you played it all the way through. I think as we extend this concept we might to give the player more agency in how the levels play out (like give them the option to brute force if they want the challenge but also have a way to outsmart the level to avoid that).
i love the art and sound!! i would really like a longer version with new mutations but still a fun game as is :-)
Haha thank you! You might just get that, we have a ton of new content thought up and we think this idea is pretty extensible so stay tuned :)) Happy you enjoyed it.
The art and presentation was super cute, seeing the little anglerfish(?) guy turn into different creatures and/or bouncy slimes after shooting was fun every time. I also loved the little touches of growth appearing when you looped back time, giving the sense that you were really speeding through time.
With that said, I'm sad to say I didn't really enjoy the game. I'm not big into puzzle platformers in general, so I'll write any issues I might have had with the puzzles down to skill issue on my part. My issue lies more with the controls and the feedback the game gives me. Not being able to cancel out of the Shoot-function after I pressed Shift to find a better angle, combined with the aiming line being dodgy on where you'll actually land (I assume because the hitbox of the character is bigger than the hitbox of the aiming-line?) meant I had to reset so many times because I missed a jump I thought I could pull off when I committed to pressing Shift, even after I had already figured out the puzzle. Ultimately I quit on level 4 simply because I was getting too frustrated.
Luckily, these issues shouldn't be too difficult to iron out, and if you do then in my non-puzzle-platformer-enjoying opinion, I'd say you would have a solidly good puzzle platformer on your hands.
Thank you so much! I really appreciate it, and even if you don't particularly love puzzle platformers I'm happy you played ours. I think your critique is definitely super valid, the most commons critiques we got are: the difficulty ramps up too quickly, and the controls aren't very forgiving. I think we actually might gear towards doing a full release and we'll take all that into consideration. Glad you made it to level 4 though, most give up on 3!
Very steep learning curve but nice puzzle design! Definitely worth a try! Do not give up on level 3 I swear it's possible!
Really enjoyed this! Got somme really interesting and fun puzzles in there. The visuals remind me of old flash games (specifically the portal flash game), which I really really like :)
Great job!
Very fun game, the main mechanic is very interesting and gives room to interesting level design. Although I might’ve been a bit too slow to get how to solve some puzzles
I like that when traveling back in time some things seem to get broken as well, overall it’s very well done, artwork and animations looking great as well. At first I thought the restart button didn’t work, until I realized I had to hold it down 🤦
You're not the first person who didn't think to hold Restart down and thought it was broken haha. We maybe shoulda made it more clear. And I so wish we did a level between 2 and 3 since the puzzle difficulty takes a big step there. Thank you for playing!
Great work, it almost feels like a complete game! The artwork, world-building, and level design are all top-notch. Overall, I’m genuinely impressed
Thank you!! That means a ton. We'll probably expand on the concept at some point
This seems like a cool game with a neat mechanic, but unfortunately I could barely get past the first level due to a bunch of input bugs and then the game just completely becoming unresponsive :(
Oh no!! Were you using mouse and keyboard or controller?
Unfortunately I tried using both and neither seemed to help the issue 😰
:( Darnn I'm so sorry. Never heard of this happening to anyone - I'd love to figure out how to reproduce the issue
Hi! Sorry to bug you but are you on 64-bit Windows and/or using 64-bit Firefox by chance? I think we may have diagnosed this issue.