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Loop of Command's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #700 | 4.103 | 4.103 |
| Narrative | #809 | 3.410 | 3.410 |
| Artwork | #846 | 4.043 | 4.043 |
| Enjoyment | #962 | 3.726 | 3.726 |
| Audio | #2006 | 3.222 | 3.222 |
Ranked from 117 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Your robots execute commands in a continuous loop - and you’re trapped in one too.
(Optional) Please credit all assets you've used
See description for full credits.
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Comments
Do the units get paid for their labor?
Units receive compensation in accordance with Protocol 7.4.3.1 - “Satisfaction Derived from Task Completion.”
Additional incentives include one (1) complimentary productivity sticker per fiscal quarter and eligibility for the prestigious “Unit of the Month” plaque.
This Unit's cognitive abilities were damaged, recommended considering more punishment.
Nice puzzle, I've really liked playing it!
Cognitive degradation level: within acceptable variance.
Performance review: commendable.
However, if voluntary suffering is desired, a small cactus can be discreetly installed at your workstation.
I finished it; the interaction between the cyclic patterns of the two painters and the switch colour instruction in the last levels were great.
The Overseer notes your successful handling of multiloop complexity and variable-state inversion.
Output: Approved.
I really enjoyed this one. It was simple but explored its simplicity in really interesting ways. The music was driving me a little mad by the end but I think that was the point? Either I had a blast with this, the tutorial and build up was well paced and the art was basic but effective. Just a super polished game that I had a great time with. Thank you.
Clarity acknowledged. Complexity appreciated.
Madness: within operational limits.
The music may destabilize, but the system endures.
Your participation has been logged and appreciated.
Really interesting, but being able to swap out the stuff you put down almost feels like cheating in a way and I am a little eager to guess a lot of people will miss this mechanic without just straight up doing this at some point, which feels a bit too vague for a game all about player controlled loops.
Just want to reiterate though, I really enjoyed my time, definitely one of my favourites, my critique is a bit more nitpicky haha
Thanks for the thoughtful feedback! If you're swapping commands mid-execution - that’s actually not part of the intended mechanic. None of our testers tried it during development, so it slipped under the radar. With just four days to make the game, we had to let a few quirks slide. 😅
Appreciate you pointing it out - and glad you found the concept interesting!
Ahh, that makes sense then, I see I have found a funny exploit haha.
In seriousness though, that totally makes sense, hopefully locking player control against this as a safety measure should suffice, but you could also go the alternative way and double down on something like this in this project / future projects since the turn based and real time strategy you can get out of it is a pretty fascinating concept in itself <3
Really creative mechanics but I had troubles figuring them out. The speed of the game was my biggest issue. I had fun and thought I solved one of the levels but it took too long to actually see if I did. Still, a great game with lots of polish and huge potential. Love seeing games like this one
I think it should be made clear that you can leave pieces out of the loop and that you can add them mid loop as well. I was a little confused because i assumed that you needed to completly fill the circuit in order to engage, and that you could not make changes after the loop started. Maybe that's just me but i've played games in which that is the "convention" so i ended up assuming. Regardless, the text is really funny and the aesthetic of the game is very well thought out! Congrats!
Appreciated, Unit.
Leaving pieces out is a sanctioned strategy.
Manipulating mid-loop is not. Compliance systems were... lenient.
Future builds may increase enforcement.
Thank you for your vigilance.
Emotional response temporarily unmuted for user greenKac. Feedback.md sent: “Appreciable”. Closing transmission stream.
Acknowledged.
greenKac flagged as "Valued Operative".
Interesting puzzles, nice sound effects and a great colour palette. The difficulty scaled up nicely with the new techniques introduced every few levels. Nice work!
Really nice, simple puzzle game that gets progresively more complex. Loved trying it out!
Excellent puzzling and cute, awesome!!
Appreciation acknowledged. Thank you for your enthusiasm.
Attempted to comply with Overseer's plans. Mistook paint command loop for conveyor belt. Deviated from plan.
ERROR: UNACCEPTABLE MISALIGNMENT.
A SMALL CACTUS HAS BEEN PLACED IN YOUR WORKSTATION AS PUNISHMENT.
For some reason this game gives me PTSD of writing computer science exams. Well done! Love the little quips between levels and the puzzle design.
Trauma acknowledged.
You have been issued a Comfort Protocol Blanket [SOFTNESS LEVEL: MAXIMUM].
The Overseer applauds your service under duress.
Cute vibes, left me wanting more. I did feel like being able to move the little guys around while running made it a bit easy to cheese some solutions.
WARNING: UNAUTHORIZED MID-CYCLE MOBILITY DETECTED!
PROTOCOL BREACH!
EMERGENCY CHEESE CONTAINMENT UNIT DEPLOYED!
...We apologize for the excitement.
Glad you had fun. Please do not tell The Overseer.
Pretty satisfying, nice aesthetic and cool mechanics and complexity! The only thing I could ask for it's a way to accelerate the resolution so I can check faster if my solution is right after I've already done some iterations.
Good work!
Your request has been logged.
A proposal to authorize Time Compression Protocols is under review.
I like the interpretation of the theme! Nice graphics, engaging narrative, and fun, strategic gameplay!
Only criticism is the lack of a button that speeds up the conveyor belt or something (I get that the slow speed is for the later levels where moving the units are crucial, but the earlier levels where you can't even do that are slowed down quite a bit due to the slow conveyors)
Appreciation registered.
Early-phase tempo acknowledged as suboptimal.
This is a really cool way to implement the loop theme.
Loop compliance is our highest directive.
Really nice game, love the art
Aesthetic alignment contributes to morale.
Really clever. Would like a faster running time for the belts though, as iterating through alternatives is a bit slow. Very good game!
Thank you for your engagement.
Acceleration protocols are under internal review.
This was pretty tough to wrap my head around at first, but it got really addictive as soon as I got into the swing of it. The puzzles are really engaging, and very much force you to think ahead before doing anything. The lack of a fast forward or rewind mode is actually a benefit in this regard, because it punishes players who use trial and error to try and solve it. It's a risky thing to force a certain playstyle especially with a puzzle game, but at least for me personally, it worked exceptionally well. Had me thinking more about loops than any other game I've played in the jam so far because of how well designed the puzzles were!
We appreciate your adherence to foresight-first protocol.
Trial-and-error indulgence is a known productivity hazard - your restraint sets a valuable precedent.
May your future loops be elegant, your deviations minimal, and your memory stack well-managed.