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Butterscotch Shenanigans
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Loopies on Loops wrapped in Loops! Twas a fun incremental game, and the Loopies are cute. I would've liked the gap between the first and second loopie to be a little shorter, as I bought a 2nd wheel first and then had to just hang out for quiiiite some time while my OG loopie put the work in, as I didn't think they could run 2-in-1! Maybe just block out the other options initially would solve for fools like myself ;)
An interesting core mechanic (who doesn't love some grappling-hook style gameplay!?) with good atmosphere and art choices. The physics of the player themselves are hard to manage - some push-away from the expelling of your thread makes controlling a climb very challenging. But the bones of a fun mechanic are there and just need some finagling. Excellent work for a first jam, you should be really proud of the whole package you put together!
Love the concept. Very funny. I couldn't figure out how to do it well, in large part because the platforming doesn't seem to have forgiveness mechanics built into it and I'd just stick to my past selves even if I hit them from the side. So it ends up straying pretty far into the frustrating-controls side of things, but I could see it being very fun with some tweaks to movement and player-clone interactions.
This is a DOPE mechanic you've come up with. I had a really good time poking around (ha) with it. Honestly impressive for a first jam entry and shows a lot of really good mechanics design sense, which you should be proud of.
My things for you to ponder
UX There's some cognitive load overflow from having all the blade's actions attached to clicks. Since there are the charge-attack maneuver and the leap-to-blade maneuver, I think busting those out onto their own hotkeys for the left hand could be really useful for making the moment-to-moment easier to playthrough.
Design Love the whole "charge to cut certain people" idea. I think you missed an op for doing the same thing for the groups of enemies stuck together but using the leap-to-blade maneuver, since you kinda knock 'em back anyway. Feels like it would make sense and be some good comedy, too.
Loops A jam is super tight, so obvs you are always trying to prioritize what to do. One thing that's gotten us a lot of mileage is that once the mechanics are nailed down enough to get the game's loops in order. In this game you use your sword to kill dudes and you get some points in return. The last piece then is to be able to use those points to improve your ability to kill stuff, and suddenly you've got a whole game on your hands. Examples would be: 1) Faster outward flight time 2) Faster return flight time 3) Faster charge time 4) Faster leap time Even with just those 4 things and like 5 upgrades total in each you could stretch the total gameplay available here from about 7m to probably well over 30m (since your mechanic is solid and really fun).
I know you spent good time on that tutorial, but consider just dialing that in a bit more in the future and getting a loop into the game (granted the tutorial was excellent, but there are ways to just display that sort of info as text on the floor during fighting and have that do the same work in a jam context)
Really impressive and solid!
YOOOO! This was fun!
Here's my notes:
+ The design is smart, with the combo of the time-decrease each lap and the increasing chaos of the looping ghosts you get some good longevity out of a tight game like this. The leaderboard is also a nice touch - and DANG are some people playing the heck out of this!
+ From a UX/Bugs standpoint I had a few things stand-out:
1) I got turned around at one point but didn't know it, so ended up losing that round. Some kind of big ol' "WRONG WAY" on screen would be great to avoid that, since there's no benefit to the player going backward.
2) It took me a bit to realize that the power-ups were the white things, since the first two times I saw them it was the lightning bolt which looked like some spikes I needed to dodge. Maybe a more mario-karty vibe for those, where they're less specific and just nice call-out element that turns into whatever would be more readable.
3) The sensitivity took me some time to get used to, but the slider on the main menu helped a lot with that!
Overall really solid, and a smart approach on the art with the neon aesthetic since that avoids having to texture stuff! Love economy on the art side


















