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A jam submission

Loading ZoneView game page

Submitted by Aycorn — 1 day, 3 hours before the deadline
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Loading Zone's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#43.8183.818
How do you rate the game overall (you can consider fun, dev time, etc.)?#73.4553.455
How well does the game fit the themes?#123.6363.636
Visuals#123.1823.182
Audio#221.5451.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
5 hours

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Comments

Submitted

The gameplay loop is excellent! 

I loved the progression system, which made the gameplay decently addicting! I spent a while in the game trying to get a lot of upgrades!

Not much to complain here! The gameplay could have more variety but it is a really short jam so this is still really amazing.

Great job!

Developer(+1)

Thanks for playing!

Submitted

I so wanted to send a screenshot of me maxing out the character but I lost 2 upgrades before the end. I'm so impressed that there is a progression system for such a small project, i'll try to come up with one in a future jam for sure. And I love the booting screen. Great game!

Developer

Thanks! Glad you enjoyed :)

Submitted

This game is really nice even though it quickly becomes repetitive, which is a bit of a shame for a game that could be classified as a roguelike.

Developer

Thanks for playing! Let me know if there's any recommendations you have to help improve variety

Submitted

I really like the progression system though I was surprised that the increased dash and movement speed did not apply when your cart is fully loaded. I appreciate that the currency of buying upgrades encourages players to exceed the expected order amount of the day. I managed to get to day 8 :)

Developer

Thanks for playing! I included the player moving slower with a full inventory to try provide another layer of decision making, either be fast and unload more often, or fully load up, move a bit slower, but get more value out of unloading.

This actually came up in a few other playtests too, where it wasn't clear you could unload with an incomplete inventory. Any recommendations on how you would have approached this differently?