Loopy Glitch by fpoli

| Youtube | https://tonzguy.itch.io/loopy-glitch |
| Youtube | https://tonzguy.itch.io/loopy-glitch |
| Original URL | https://ldjam.com/events/ludum-dare/47/loopy-glitch |
Ratings
| Overall | 393th | 3.796⭐ | 29🧑⚖️ |
| Fun | 415th | 3.667⭐ | 29🧑⚖️ |
| Innovation | 635th | 3.481⭐ | 29🧑⚖️ |
| Theme | 235th | 4.111⭐ | 29🧑⚖️ |
| Graphics | 261th | 4.167⭐ | 29🧑⚖️ |
| Audio | 578th | 3.426⭐ | 29🧑⚖️ |
| Humor | 788th | 2.72⭐ | 27🧑⚖️ |
| Mood | 615th | 3.574⭐ | 29🧑⚖️ |
| Given | 20🗳️ | 26🗨️ |
Here are my feedback:
_Positive points
- The neon graphic is really neat
- The usage of the theme is very good
- The pacing of the difficulty is good
- The controls are quite simple and easy to take en hand..
_Negative points
- ...however I had some input "lag", I don't why but when I wanted to take the bomb for example, the character didn't take it as soon as I hit the input.
- I had some collision issues near walls, edges, and locked doors, which gave me hard time to do precise action.
Overall: Very nice work, keep it up!
This game does a great job of teaching you mechanics without ever telling anything. It was a real moment of discovery for me when I finally understood what was happening.
On a contrast it's a bit sad that most of the levels are so straight forward without really any puzzle element in them at all. For me the only difficult level was the one with a bomb, but at the same time it was the most interesting one until I figured that you can just throw the bomb back to the beginning and grab it in the next cycle.
Until then I tried one strategy after another before settling on the following: getting hit by a bullet on the first cycle, then on a second cycle kiting the turret's aim away and getting hit by the second bullet to clear a path for the third cycle, and only on the third cycle I tried to grab a bomb and run away.
But sadly this didn't work because I didn't have enough time to place it and finish the level.
So yeah, when I finally discovered that I just forgot about a throw button, this level transformed from a real puzzle with subversion of expectations into a simple straightforward purely mechanical task to complete.
As for the ideas that may help develop this concept further it would be really cool if there were puzzles that require you to do multiple things with a same character. For example you stand on a switch and open a door, wait a bit for the future you to pass through, then go to another switch to open another door for yet another future you to go through. Right now most of the puzzles are designed in such a way that the characters have nothing else to do except wait after they did one and only thing that was required of them.
Another idea is to remove the fail state entirely and have you loop back to the first cycle after you finished with the last one. Or maybe even have an ability to switch back and forth between the cycles.
So yeah, it's a cool little puzzle game and I haven't really played anything quite like it except maybe The Misadventures of P.B. Winterbottom. So there is a whole huge unexplored area of design possibilities if you wish to develop it further.
i alredy seen this concept in some other games in the jam, but yours nailed it, great mechanics, theme lots of fun!!!
I think there could've been more levels using movable blocks and bombs.
@miklou Thanks! Glowy lights rock!!!!
@etrealjunior Thanks! I played your game and it's very addicting! Well done!
@shortbread Haha, I love how that walking animation ended up too. Actually, I knew a person who walked almost exactly like that. Thanks for the thumbs up!
@dani-tufeld Yeah! I played other games from people who had a similar idea. I'm happy to know that you liked it!
Thanks for submitting your game!
Your comments were really helpful!!!
One thing to note: You don't have to wait the whole loop to end, I was suffering for you when I saw the recording and it was too late to help you!!! You can actually kill the character (with K) and you're still standing on switches, so the loop ends inmediately (although you kill a poor innocent loopy).
I'm working on expanding the game with more puzzles, but I wanted to keep it simple for the jam so that many people could beat it quick and move on to other games. My idea is to make at least 20 puzzles, in which the bomb mechanic is going to be used (hopefully a lot because I hated coding it). You're right about the fact that there's no real indicator that you had beaten the game. I wanted to make it look like an infinite loop, but the truth is that an endgame screen wouldn't have hurt.
Also, I should have opted out of the "Humour" category, my bad... but it's my first time in Ludum Dare, so, lesson learned!
Thanks for all your feedback!