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Bijoy K

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A member registered May 16, 2022 · View creator page →

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Thanks for sharing the feedback. They are all very apt. Setting up boss level took a lot of time since it had a bunch of one off concepts (from the intro, outro flows, dialogues, and the fact the level changes mid way) that I didnt have time on the last day to figure a very interesting behavior of the boss lol. So these are really good things for us to keep in mind. Thank you! 

Hey! Thanks for playing and the feedback. It was indeed a bug because the shader I wrote for the bounce indicator should have always passed depth tests. It's basically getting hidden behind objects. 

Very well done on this game.. Love is indeed achieved once a throuple is involved without judgement. The level design is very nice, i loved how you subvert expectations throughout while building  mechanical context for subsequent levels. 

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Hey thank you for playing, and the honest feedback. 

Yeah I think i messed up a little with the colliders (and actually the  depth test of the shader i wrote for the pointer so it hides sometimes). Thanks for both being honest and considerate.. balancing level design for puzzles for a open jam is indeed very hard and we indeed rushed through a lot haha :P

Thanks for playing our game, and I am glad you enjoyed.

Very fair feedback. We didn't get a lot of time on making the level curve or difficulty very fine tuned. Yeah the boss level indeed has 3 hit phases, but while watching a few play we found there's this narrow sliver where you can hit him in 2.. So I guess props to you, for kinda playing outside the norm :D

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I am glad you enjoyed. That is likely 006. The one with the boss 008 is the last one.. The Menu [Q] has all levels you can jump back and forth

Personally I would recommend doing the boss level (008) the twist in the end is worth it :P

I am really happy you liked our game!! :D

Oh thats really good point. I guess  i should have disabled restarting during the end dialogues scene anyways.

Holy pigeon! This so much fun to play. After I got a hang of the controls.. it was crazy. I loved how the pigeons would keep making the loop longer so you could make larger and larger loops.. it kept getting crazier. Well done. My only notes for any future projects would be making the good and bad elements of a fast paced game more visually distinct (maybe with colors / forms or effects) so you can make split second decisions. But other than that, brilliant entry! 

Wow! I loved the downwell-esque gameplay but with level loopiness and consequences! The visuals are nice and the motion feels good and forgiving. Well done! 

Lol, what a fun concept. Played for while button mashing like a lunatic... reminded me of carnival games and the throwing the loop.  Even did a magic trick of loops inside loops (probably thanks to some limitations with colliders) but was so much fun! Well done 

Huh, a very interesting use of the theme, mixing custom spline paths with tower defence. Took me a while to figure out the nuances (like how they shoot and even how to press the lever) but it definitely has potential. 

Took me a while to grasp the movement, but brilliant use of the theme.  The way you have to plan your moves, the animations, the popping frog effect all felt great. I would tweak the camera positioning and the world to be a littler further apart so its more forgiving to play but it's a great concept for a full game. Well done!

Brilliant visual style and loved the nostalgia of beyblade! Took me a fair bit to understand what was happening and how to attack. I think having a clearer visualisation of whats expected and a softer camera bounce would have helped make this from good to great

Hahah! absolutely amazing concept. Playing the first level made me think it was just a repeat task but throwing in the time loop element later was very smart. I would have inverted the causal loop btw (like the hand which picks should come last, because you dont know which ones you will miss cleaning in the future), but other than that a brilliantly chaotic and fun submission. Well done! 

And here I thought the tower defence mechanic could not be innovated on. So beautiful and addictive to play.. i absolutely loved how the later laser makes you have to change the way you think about energy as the resource and instead of some areas lit you want to spin the planet.  Well done!

This was way more fun than i had imagined.. love how you played with the heads of the serpents, and the idea of the serpents just swapping into the ones they collide with making the challenge level up. Well done!

Quite a challenging, yet fun game to play, with a cool use of the theme! Personally for my playstyle, i felt it was a bit too much precision platforming in some places, but I think that's the point given you are speed running! Loved how the visuals also tied together with the theme.  :D

Wow, you took a very simple concept and merged it with power like cards in such a nice way to make looping around the level really fun. Well done! 

Lol... me rambling triangle triangle..... to my death while staring at the screen doing breadth first search. Well done on such a simple yet fun concept with very good visuals and bonus content.  

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Wow, this was brilliant! The animations, the game mechanic and the general execution was amazing, esp given the jam. I would probably make "trace the loop" more forgiving (like the mouse needs to track it perfectly) and the targeting visualised through some aim, but those are nits to an otherwise very good entry. Well done! 

This would make such a fun mobile game! Brilliant use of the theme, very well executed as well. Loved how the radius kept going smaller so you couldnt just button mash (I did score the most when i did though which goes to show much I suck otherwise lol). Well done! 

The concept of the game is absolutely amazing and well executed! I loved the attention you put on making the concept of time loop into the mix. Personally, I would make the movement a little more controlled, and the spike colliders a bit more forgiving, because you're mixing a very tight platformer with a time puzzle where you dont know how you have to play this level... so dying becomes 3-4x more punishing (esp because you have to stand still over and over). That being said, a brilliant use of the theme, and a generally good platformer at that. 

It is yeah! Recorded from the codebase from 3 years back.. and it still works lol  |  Youtube

I think giving a trail for incoming object helps, and making the bounce back up to be faster (akin to jump cancel in platformers) 

Wow, so simple, so well executed! The visuals, the blending effect between the shapes is amazing! Honestly I have no notes. The fact that the other shapes aren't just moving around , but rather playing their own eating game is just so interesting a concept for organic difficulty increase

A multiplayer rhythm battler! Wow, I love the concept of taking the rhythm based movement from crypt of the necrodancer and making it into a PvP battle! I'l be honest, I have no friends or sense of rhythm.. so just played randomly.. but nevertheless enjoyed! Well done!

Really neat concept, generally quite fun to play. The controls were a little hard, and the restart on death really punishing (though i get it you have consequences on the world you cannot really just resume). Nevertheless really good use of the theme, esp making loops affecting others. 

At first I thought, huh just another platformer with looping levels, but as I played more, i realised how brilliant your execution of the concept was. Firstly, thank you, your character controller is really well done and responsive! Then the way you are playing with objects looping through the sections of your level is brilliant! My only note would be to reload at the same section rather than start of the level as it gets a bit annoying to miss one detail and redo everything, but that minor, so very well done! 

Tbh, It's actually really hard to get right, esp in a jam. Since you are building the game you're an expert with the controls lol, and the jam voting becomes the playtest. 😅

(Not that it matters, but funnily one of the first games I ever built, but didn't ship, was a game where when you press the screen and a diver goes down and you side scroll through an underwater level.. similar to your game. So I know personally, this mechanic is just hard to get right for everyone's reflexes. Nevertheless what you built was fun and you innovated really nicely with the loopiness :D )

Hey! Thanks for the honest feedback, and I'm glad you seem to have liked it.

Btw did you try the PC/Mac builds by any chance? The webGl build is considerably lower resolution. 

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@IAvocadol Oh great question, you can search, there's a very old post in the Unity forums for correctly resizing on fullscreen. What you need to do is basically change the underlying index.html file's canvas in Unity build settings. You can also search for something called better minimal template.

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I absolutely loved playing through the story, aaaand, I went back into bed.  Well done!!

Loved the shooting bits! I liked how you themed it around a testing arena looping through a set of simulations. I think the platforming was a bit intense and unpredictable (I think the player was a bit too light and slippery).. but after a few attempts I started to get a hang of it. Well done!

Woooooooah! So cool! Loved the concept of using recursive fractals and combine with clicker games. 

If my friends treated me with a bullet for forgeting something about their lives.. i would be dead years before I played this game. What a brilliantly simple yet polished concept.

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Lol, getting hit in the back of the head by your own bullets is somehow the wackiest and coolest concept imaginable. Well done!

Such a beautifully polished game! The animation, head banging and the feel of the game all just perfectly resonates and feels true to the theme. So well done!

A hallway.... BUT ABSOLUTELY EPIC!!!!!!!!!!!!!!!!!!!! 

I have a strict no duck policy in my test programs too.. it's just the wise way to go. 

Such a brilliant concept and use of the theme! And you even have dynamic terrain.  My loopy drawfs just dug themselves into a hole lol. Well done!

So much juice!! Decent use of the theme both visually and mechanically. Well done!  

Very interesting, very fun concept! Personally, I would improve the difficulty curve, start with one color then add more..  especially as there's some learning involved. Nevertheless great use of the theme, and such good music to go with it!