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Loop Breaker's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #4056 | 3.236 | 3.889 |
| Enjoyment | #5542 | 2.496 | 3.000 |
| Narrative | #6422 | 1.849 | 2.222 |
| Artwork | #7277 | 2.126 | 2.556 |
| Audio | #9087 | 1.109 | 1.333 |
Ranked from 9 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?
Every level is a loop, that restarts when the time runs out, but the player has ability to break objects out of it and mess with the loop.
(Optional) Please credit all assets you've used
Godot built-in assets and tools, krita, aseprite, ms paint
(Optional) What would you like to be called if GMTK features your game?
Pancake/Pancake Girl
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Comments
This was a nice little puzzle game, but the mechanics were often a bit unclear to me. The H button helped a lot, but even then there were some levels where I got stuck. Often I still missed or misunderstood an important game mechanic (for example, I thought that after the timer ended the whole level would reset, but apparently buttons you pressed stayed turned on). That being said, I think many of the puzzles were quite clever and well designed!
You mentioned this was the first gamejam game you uploaded, so with that in mind I think you did an amazing job! Congratulations on publishing something :D I also really liked the minimalist artstyle you used. It is simple, but it is beautifully cohesive. I hope the feedback does not get you too demotivated and that it can help you improve for next time :)
Thank you for the feedback! Noone before mentioned to me being confused about looping but i will keep that in mind for the new version im making. I wasnt sure if that level of minimalism would be good so im happy you like it! :D
I really enjoyed some of the levels! Others were a bit more hit or miss. I didn't quite understand the game at first but I figured it out eventually using 'H'. I noticed you said that you had some play testers and some advice I have with that is try and have at least 'blind' play tester, who hasn't seen the game yet, and doesn't know how it works, and then tell them as little as possible. That way you get a perspective of what people online will see and understand of your game when they first see it. I know this because my only previous game jam had my brothers as play testers too, and they understood it because I told them how it worked, but then no one online understood how it worked and it can be a really disheartening feeling, especially if you've put a lot of work into it and it is a good concept, just a little underexplained. I hope this advice isn't unsolicited, my intentions are good. Keep up the good work!
Each of my playtesters was introduced at different time and blind, they eventually stopped being blind but the entire time all my results were "i have to explain stuff better" so i ended up adding hints as my last addition. I planning to continue the project for a bit and focus on this issue with addition of new mechanics and more levels if youre interested, anyways thanks for feedback!
It really took some time to understand what should I do, but it's fun)))