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Filmore Grain in... The Unending Loop!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #3782 | 2.935 | 4.000 |
| Narrative | #4017 | 2.306 | 3.143 |
| Creativity | #4884 | 3.040 | 4.143 |
| Artwork | #6637 | 2.306 | 3.143 |
| Audio | #7116 | 1.887 | 2.571 |
Ranked from 7 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?
In film editing, the term "Looping" refers to when a scene is repeatedly looped so that a voice actor can synchronize their lines with the visuals. The platforming level also loops around, since it takes place on a looping film reel.
(Optional) Please credit all assets you've used
Solway - https://fonts.google.com/specimen/Solway?query=solway
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Comments
I found the puzzles interesting and the right balance of thinking vs execution. I also really liked the pacing, having the very easy collectables to show you're doing the right thing and then the later ones being visible but locked behind the challenge.
The audio was awful though! I had to mute the game and check other comments to make sure it was the game and not my computer. I saw you said you're going for removing glitches, maybe that could have be heard as removing a noise layer instead of adding one? Either way, I'd advise going for a more conventional soundscape in the future, with good player actions rewarding them with good sounds.
Despite that, I had fun and enjoyed the puzzles. Best of luck!
Thank you so much, I'm glad you enjoyed the puzzle design!
I apologize for the audio being so annoying, it was one of the last things I added; I've now learned that a game with no audio is better than a game with annoying audio! I really appreciate your suggestion for a much more pleasant way of representing glitchy audio, that's a great idea! I initially planned to write a catchy little tune with 4 instruments, with each instrument being turned on/off by its respective projector. Maybe I could have the player's proximity to a glitch lower the bitrate of the instrument that corresponds to the glitch? That way, by clearing a glitch, the player is rewarded with the instrument being restored to high quality, rather than just hearing another annoying glitchy sound.
This rocked! Super creative work. My game Doppelchain is also submitted—feedback appreciated if possible. Well done!
Thank you so much! I'll go play Doppelchain, it looks like a really creative idea!
Loved the concept and platforming too. But that white noise sound was unpleasant. Anyway, I still had fun. Thank you.
Thank you, I'm glad you had fun! Sorry about the white noise sounds, I agree they are annoying. If I update this game, I'll definitely make a less annoying "glitchy" sound to replace them.
Hey I got all the cubes after spending like 20 minutes with this haha. This was a very nice creative concept honestly. I was very surprised when the mechanics was introduced, and I thought the level design was definitely very clever as well.
There was a few things that did put me off however. First of all is the weird choice of sound effect, I didn't enjoy it at all when it just plays a "noise" sound instead of a nice ping or something similar when you got the objective. Secondly is the overwhelming requirement of dexterity you need to complete the game (I had to press 3 buttons simultaneously in quick succession to complete the last 2 cubes). This in addition to the fact that once you figure out the puzzle but you had to perform the necessary platforming (which is difficult), but then when you fail you had to spend a lot of time resetting the level so attempt it again is quite a bad player experience imo.
But then again I think this was a creative concept, if the controls could be simplified and less unwieldy, I think it could be great!
Thank you so much! I wasn't sure if the concept would work out, so I'm really happy you liked the concept (even though the execution of it was far from perfect).
I completely agree on the sound design. The cubes you collect are supposed to represent glitchy audio in the recording, so I tried to capture that in the sound design. Unfortunately I didn't have much time to put into sound design for this jam, so most of the sounds were just edited versions of pink noise.
And thank you for the feedback on the player experience and difficulty! I wanted to include some more difficult jumps that required turning projectors on/off mid-air, to see how far I could push the core concept, but I think more needs to be done to the game to make those types of jumps feel more fair. I ran out of time to add a jump buffer or coyote time to the 2D platforming, which I think would make that part of the game feel a lot better. If I ever expand on this game, I could add a rewind system, which would remove the frustration of manually resetting the level after a failed jump, while also being very thematically fitting. I could also add a way to slow down time in the 2D world, which would reduce the difficulty of the platforming, while giving the 3D character more time to turn projectors on/off.
Thanks again for playing, and for the great feedback!
Btw, now we are talking about it, I could also see this being a nice 2-player co-op concept. With 2 people it can help in both puzzle mechanics and player execution.
Oh and one more other feedback is that I think even though you color-coded the projectors, they were still really hard to differentiate (the color are not bright and not immediately obvious), so I spent a lot of time at first trying to turn on and off the different projectors just to remember the layout, and it took me until the end before I can kinda remember which one turns on what.
That's a great idea for 2-player co-op! That makes me want to continue working on this project, to see how it will feel with co-op. I think that will open up so many cool possibilities for puzzle design.
Also, I completely agree that the colors aren't very distinct. By the time I realized how the colors looked in game, it was too late to fix the color on each asset. If I decide to update this game, this will definitely be the first fix (alongside adding co-op?)