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!
Bijoy K
Creator of
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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
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!
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!
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!
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!
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.
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 )














