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Loop Ball's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #3426 | 3.032 | 3.032 |
| Audio | #4054 | 2.742 | 2.742 |
| Creativity | #4125 | 3.226 | 3.226 |
| Narrative | #4255 | 2.258 | 2.258 |
| Artwork | #5513 | 2.613 | 2.613 |
Ranked from 31 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?
In this platform, you need to loop around some areas in the map in order to progress!
(Optional) Please credit all assets you've used
I did all my assets!
(Optional) What would you like to be called if GMTK features your game?
Rieux
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Comments
I love how clear the tutorial was and how fun the movements are! It really gives off an oldschool pinball game vibes so fun!! ♡ It was pretty challenging for me but I'm a bad gamer haha ><
Happy to see your feedback on the tutorial and visuals
Thanks for giving my game a play! :D
to start off, my critique:
what i liked
Yeah, about that I know it can be punishing, I thought about it before posting the game but since the design was meant to be annoying, while I tested the red area, that part was a pain and why I left it hahaha
And the jump pads, I agree, putting just “long” and “short” above each one isn’t a good indicator but I wanted that because it would make you loop the whole game if you miss it, for no reason aside from being annoying xD
The next version, who knows when will be out, will be different from this or not a rage bait game
Happy to see you liked the song and the vibes of the game, thanks for the feedback and playing! :)
It s a good game, dont like the physics that much but it still a enjoyable game, thanks
Thanks for playing! :)
ok so, on the itch page, the white bits around the border feel weird, but the rest is nice - plenty of gifs/screenshots and a long description
in game, the (menu) music feels a bit "noisy" (as in white noise), kinda weird
it also stops when you open the credits menu
the unstyled buttons also don't look that great, doesn't really fit the vibe
launching the game, the first thing i notice is that there's little to no acceleration and no physics interpolation, which amkes the movement "jittery"
the jump feels very floaty in general, and, as you mentioned, adding coyote time (and jump buffering) would help the feel a lot
it also feels like the directional inputs are sort of.. delayed when you turn around, which makes the player feel kinda slippery, while also being able to start moving relatively quickly from a standstill which is kinda weird
ok now i get teleported to another level, where the camera is for some reason following me differently?
i'm not a huge fan of the level design, the boxes completely stop your momentum which feels pretty annoying and there are some small ledges you have to jump off of which, without coyote time, is really annoying to do
the jump sound also gets a bit annoying after a while
it's also kind of annoying that the breakable walls just stop your momentum instead of letting you breeze through them at high speed
the level design also feels frustrating and kind of unfair sometimes, especially when being sent back to a previous part, which becomes boring pretty quickly having to replay the same part over and over again, so, unless you want this to be a rage game, you should probably rethink that
however, i do think the idea has some potential - it's pretty fun to gain a lot of speed and just breeze through the level and the floaty, but controllable jumps add to that feel and i think you can make it really fun to play!
overall though, don't be discouraged, criticism just means you've got more room to improve!
First of all, thanks for your deep feedback! :D
I don’t think I could get discouraged by a criticism like this one, you even give a review on the Itch page hahaha
I think I’ll just add a comment in the points I think I could say something more than just “I didn’t have time” and well, didn’t help I misread the end date for being too tired and used 3 out of the 4 days I had xD
Also because I agree with a variety of points, it shows the game is very unpolished in simple or basic stuff so there isn’t much I could say outside that I’ll try to fix it
About the main menu song, that white noise came with the “instrument” I picked, I chose it only because it gave me the mental image that the song is always playing but the communication got cut for a moment leading to that noise, there are better ways to do it but that’s why it sounds like that.
In general about the songs, I couldn’t put much time on them. I made all 3 in like 2 hours where I spent more time finding a sound that could sound decent but then when I mixed them sounded bad, and I couldn’t spend more time because I was running out of time
About the jump sound, yeah, I agree it can start being annoying but since I was going to make an annoying game, I let it be for now
Originally the game would be different and not just a rage bait, but I couldn’t make the physics as I wanted so I opted to make it annoying, like those 3 parts where the spring can make you repeat the section or the whole game, dumb and blind jumps. I almost don’t upload the game for the actual annoying bug that the woods don’t break at times but I decided to only because I did the visuals for a game and see where it can go if I made a “decent” capsule/game page knowing it’s a bad game that is away from the game I really wanted
The slippery movement, I wanted that if you have lots of speed in one direction you can’t go the opposite way in an instant. I agree that it’s weird isn’t the same when you start the movement. The whole physics part is a mess right now, I even couldn’t make this ball make a loop and got too focused on it that when I see my time left, I just decided to make a level, first it would be normal but then I saw that I was missing a lot of implementations in the movement and for it, the level would end up dull and flat, so I went with the rage bait to use the props I already did. I agree that it can be boring to redo the level, it’s the same point the game I got inspired by suffers from after some time, and even if this is a bit rage baiting, could be better and I thought about it from some comments in the past days
The woods were meant to be just speedchecks at the end of the level/section, not like this where you see it all the time, and the boxes that kill all your movement would be just stoppers in areas where I want the player to fully stop and not fall or even platforms where you can stand on. Knowing that, I use them the way I did because it’s annoying hahaha
I’ll be continuing this game because I at least want to make it as I originally thought, it would let me learn more about this kind of game design but I don’t think that a playable version of that game will be out soon, I agree could be fun to play if the mechanincs are polished and not used like in this "prototype"
I really appreciate that you speak about what you didn’t like in an honest way. And thanks for giving my game a play! :)
you're welcome! i always try to be honest and give detailed feedback for jam games when i can, glad to hear you'll be continuing it!
This is a brilliant platformer! I really would like you to make this into a full-fledged game! This has a lot of potential
Thanks for the comment and for playing! :)
This is such a good platformer! It's super challenging, like, wayy to challenging for me, still trying to beat this part
I also love the attention to detail you put in! When you turn left/right the balls shining spot also goes with it! The controls feel very good, and the mechanics are great. In my opinion, the puzzles are incredibly well designed and are super hard to beat (Or maybe I just suck). Overall, amazing game, great work! :D
Ah, sorry for not seeing this early, about that part, you can do the path I draw in red, jumping over each antibooster block or do the easy that I draw in green that is, jump between the 1st block and then just press left a little bit so the antibooster give you enough speed to cross over the next
I also leave a video link in the description of the game with my clear video in case you want something more visual than my poor explanation hahaha
And don’t worry, the path is a bit hard to see, I didn’t put much attention to it since I always knew the answer or how to pass each section, and by accident I made it hard haha
Thanks for playing and happy you find it good and challenging! :)
ohhh got it!
Fun game! The player movement and the level design are both kind of hit-or-miss for me. The player movement is incredibly well tuned and overall very tight, I'm always a sucker for games that give me full control over things like jump height. That said, for how tight some of the jumps are I think the player controller could benefit from a little bit of coyote time to add some leniency. In a similar vein, the level design is very creative and you do a fantastic job of taking a small set of simple components and combining them in interesting and challenging ways. My criticism is that some mistakes are a little too penalizing, for example I think there's a point with the short and long spring where I missed making a right turn and had to go all the way back to the start. Bit of a mixed bag but you did a very good job and this game feels remarkably well polished otherwise for a jam game. I appreciate how speedrunnable the game is too, I could see myself putting time into optimizing my gameplay.
Great job! And congrats on finishing the jam!
I agree with the coyote time, I had thought myself while testing it would be great but I didn’t have time to add it :( (I put something about it in the bug section on the description haha)
About the springs at the end of the yellow section, I put those 2 very close to just annoy the player and make them loop the game, I know it’s a bad part and a blind jump, but I wanted to add another dumb part to the game xD
Or when the player is near to end the game and take the last green corridor, get tense to not mess up and have to repeat the game or the red section
I agree this is a mixed bag and it’s far from my original idea but I wanted to do it this way instead of a dull big level, only showing the props, to cover a little bit the implementation I couldn’t make haha
I appreciate your feedback, happy to see your comment and thanks for playing! ^_^
Solid game! Feels smooth to play, there wasn't any bugs, at least during my playtime! Level design is a bit messy, and it's hard to tell where you are and where you are going, but that's my only issue with this game, overall, great platformer!
I see, I was thinking about that a little bit while I did the game, I’ll work on the clarity of the ball on screen!
About the level design, yeah, I did rush the whole level in like 5-6 hours? but it was messy haha, if I update the game, the level will be better with more polished physics
Thanks for playing and the feedback!
This was wild in the best way. The momentum-based platforming really shined when it clicked, and some sections felt incredibly satisfying to master. I also appreciated how the map loops back around, there’s a clear creative vision behind the level design and working with the theme well.
That said, I definitely got stuck a few times. Some areas felt like they required a bit too much trial and error, especially without a reset or checkpoint system. But I get the “ragebait” angle, and if that was the goal, you nailed it :p
Really cool concept overall, and I’d love to see it expanded into a more refined version. Great work for a jam!
I’m happy you felt it that way, I wanted to give a satisfying feeling going through some jumps :)
I thought about putting checkpoints in but I couldn’t do it because I was too tired and I felt if I put them on, it would bug so bad, even I had a sprite for spikes to give more weight to the checkpoints...
I went with the no reset/checkpoints because I wanted to do something similar to a map called Deep Slip from the game Trackmania 2020, where you could go around the same area in order to go to the next with some speed checks, where if you fail, you need to do the same area again or do “recovery” routes, in this game would be the checkpoints and the woods as speed checks, but I couldn’t did a physics I felt good with so I went and did a “troll” design or something rage baiting at times. Even while testing, it felt a bit frustrating hahaha
I also wanted boosters and woods be vertical, not just flat, put loops like sonic, I haven't play that game but due the theme being loops, but more and make the map more loop in a sense you go through all the levels at the end in order to break the last wood
I’ll be continuing this game but trying to do it as I wanted to, so it’s going to change a lot from this version haha, also to keep learning about momentum and movement in general and apply it to more games!
Thanks for playing! :)
Nice concept. It would need a reset button and checkpoints cause i got stuck at some point and couldn't go back or go forward lol, but overall cool game :)
Ah, sorry about that :(
I tried to block all the softlocks but I guess there are still a very few of them, but thank you for giving my game a play, I appreciate it! :)
(In case you want to see the full game, I left a video link in the description)
Nice little platformer! You have some good sounds and animation!
Thanks for playing
I'm glad you liked the sounds and animations, I had fun doing those :)
I BEAT IT OMG!!!
Ooooh! :o
It makes me happy to see someone finished it :D
Congrats on beating my game, it can be hard or annoying at times, and thanks for playing it for almost 30 minutes ^_^
Very cool concept, good atmosphere and artwork. Getting the movement right is very rewarding cause you go so fast. At best it feels effortless. Unfortunately I am bad at platformers and though it was pretty hard. Still a very cool entry
Thanks for playing and happy you liked the atmosphere! :)
As someone who really enjoys metroidvanias, I’ve had a good time with the game’s challenging levels. That said, it does feel like some sections may not have gone through extensive playtesting with a wider group of players.
A few parts were a bit frustrating for me. For example, the brick background can be quite hard on the eyes—especially at high speeds, where it blurs by and creates a repetitive visual effect. Since speed is a key part of the game, this becomes more noticeable. One possible solution could be to simplify the brick texture—maybe just drawing fewer bricks to give the impression of a wall without overwhelming the player visually.. Video
Also, the camera feels very rigid, as it’s locked directly onto the player without any damping or delay. Adding a bit of camera smoothing would really help with the overall feel. I’d recommend checking out thePlatformer Toolkit by GMTK if you haven’t already—it offers some great insights on this.
I hope this feedback is helpful as you continue developing, and I’m excited to see how your future projects evolve! ^_~
Edit: Sorry, I had some harsh words before and edited it a bit to feel more pleasing.
Noooo, you would leave it as originally was hahaha, I couldn’t reply because I was busy but I was thankful for your honest feedback, also because I could see your reaction to the game :D
Don’t worry about the “harsh” feedback, I think it can be helpful, or at least your is because you provide sources so I can learn more!
As you said, yeah, it wasn’t tested by people, just by me, I was too focused on trying to finish because I was too tired and thinking how to implement the game as I wanted. I couldn’t did it and at the end I went and try to make this a bit “troll” game xD
I know that shouldn’t be unfair and bad. The last 2 days I have been thinking about the design based on the few comments that felt lost, stuck and frustrated.
I uploaded the game just because I wanted to put what I did in 3 days and see where it would end if I tried to make a “decent” page and capsule for the game! :) (Until now, this game has been more played than my last one lol)
About the bricks, I feel it’s a very valid point, I was unsure about the design of it, more about the colors, thanks for pointing it out. Originally I was thinking of putting only 1 level/section with it but I ran out of time. Also thank you for the resource about the camera, I’ll look into it later, I did it as it is now because I didn’t look much about it for being too focused on other stuff and in some way, it limited my design in the level.
Thanks for playing and speak your mind ^_^
Using the speed physics to break wood and get past the antiboosters is something I haven't seen done before!
I also like how the level design loops in on itself, even if it's designed to frustrate most of the time...
Yes, can be frustrating, while I was testing my game I thought “who made this”, but in some way I wanted that feeling hahaha
Thanks for playing! :)
This game is a foddian game. Quite challenging and lowkey is ragebaiting but if that's your intended experience then props to you.
Yeah, I wanted to ragebait a little, more with the 3 parts where if you don’t jump well, you get to the start of the section by touching the spring haha
Thanks for playing! :)
Nice game! There's a good amount of content with a variety of creative platforming mechanics. Maybe organizing the puzzles into separate levels rather than one huge level might help players understand the goal better and not get lost.
Thanks for playing and the feedback!
I went with the full big level because it was originally to be like that and wanted to implement a bit of the original idea, I had planned that at the end of the game, you would go through all the levels in some way in order to reach the exit with lots of speed…
The goal was to each section felt like their own level but the scope of it was bigger than I thought and couldn’t implement the movement as I thought
But I guess when I continue the idea, just to learn, I’ll try to go with each section as many levels and not 1 as this. :)
fun game mechanics, couldnt finish it though. got stuck on the one bit with the 3 rows of speed boosters.
Thanks for playing :)
I couldn't balance well some parts because I rush a little bit the whole level but if you want to see the rest of the game, I left a yt link in the description of the game with the full playthrough
ooh ill have to check that out, thanks for telling me!
I really like the level design concept of loops, but the game requires wayy too much precision and punishes you for not having knowledge of the map. Everything else is great, you've got a very nice rage game ahaha (and possibly speed run potential?)
I see, thanks for the feedback and playing!
I think because I did the map, I knew how to beat it... Hmmm, I'll work on the clearity of the level :)
I left in the description a video with my clear run in case you want to see it, and I agree that have precision, in some way I thought in a rage game while doing it hahaha
(Also good to see your koala pfp, I'll try your game later!)