I never thought I'd see this kind of toy nowadays... I don't even remember what it's called lol. It's pretty great and nostalgic, and a unique take on the theme I never would have thought of. Congrats!
Play game
Loops in Water's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #636 | 3.862 | 3.862 |
| Audio | #712 | 3.650 | 3.650 |
| Artwork | #1277 | 3.854 | 3.854 |
| Creativity | #1432 | 3.878 | 3.878 |
| Narrative | #4923 | 2.138 | 2.138 |
Ranked from 123 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?
You try to get loops onto hooks and buy upgrades with the loops in an endless loop to get higher scores.
Comments
Perfect nostalgia, and its so satisfying and plays well! I love the upgrades, very neat concept, congrats!
Incredible! One of the most enjoyable games I've played this jam! You guys did a really good job capturing the nostalgia and it feels so satisfying to play. The physics feel great. Too bad about the bug in the red container, I would've loved to play that one a bit more.
Really nice take on the clicker gameplay ! It's really chill, loved the mood.
Can you tell me how do you detect code side if a loop is in a pike, really curious about it?
glad you liked it!
Our programmers did it all with 2D colliders - and 2D rigidbodies, limiting the rotation of the 3D rings. There are 2D colliders on the left and right side of a ring and a trigger collider in the middle. This enables the rings to slide onto the colliders of the pikes and then the trigger triggers the timer/scoring!
Oddly soothing to play. Kind of reminds me of a pachinko device or pinball. In terms of upgrade strategy, I couldn't really figure what is good to do. I tried all of the upgrades, but I found it hard for many of them to feel like an upgrade in terms of allowing me to score more points, or score points faster. Also, I placed one bumper quite poorly (I thought it might score points at first), and I couldn't figure out if I could remove or move it still. When I upgraded the tank, I was left with just The One Ring, and when i scored it nothing else spawned!
All in all, you have an interesting concept here! I think you have a good start to a solid idle/incremental game if you iron out the upgrade system, and maybe add some automation upgrades perhaps, and add some juicy score collecting animations. Turn this bowl of water into a bowl of dopamine!... and water!
Good job on your submission ! Good luck with the rating period!
I am happy to hear that you played our game so much! Your points are absolutely valid and we really wanted to go into the "incremental" and maybe automation direction - but we ran into some major time consuming problems which lead to us not having time to properly polish. The broken second watertank and not being able to sell or move stuff after placing them are a result of that - also that it's difficult to to actually see benefits in the bumpers or spinners. Thanks for your clear feedback and nice words :)
Is this a Severance reference?
It's quite simple yet definitely has a satisfying charm.
I feel like some UI tweaks to convey that you need to drag and drop shop items could be a welcomed addition, has I expected items to spawn at preset locations just by clicking.
Holy crap this is as adictive as the real thing, specially given that theres a store and I can place stuff wherever I want. Super well made an implemented, really awesome, congrats!
This game is too adictive!
Upgrading the tank is fun, and being able to move the tank sideways really help adjust the loops.
Hitting a combo is really satisfying but I could sadly never get a x3.
I did get to upgrade the tank size, but it made the loops disappear. I think getting a better tank should at least refund your other upgrades as well.
A great game! Congrats!
I've missed opportunity to edit bumpers or spinners after i put one inside. And there is defenetly should be more loops. Much more loops.
Good game, so relaxing
I'm not familiar with the original analog version but this was more fun than I anticipated. What was the most difficult thing developing this game?





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