I like the aesthetic, and killing of enemies feels very rewarding because of the sounds. Good game for a first time!
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Looperum GMTK 2025's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1231 | 3.864 | 3.864 |
| Audio | #2251 | 3.159 | 3.159 |
| Enjoyment | #2342 | 3.295 | 3.295 |
| Narrative | #2528 | 2.659 | 2.659 |
| Creativity | #3224 | 3.432 | 3.432 |
Ranked from 44 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?
The Time Master trapped you in a time loop. Each loop, run around the circle and activate all the totems. By doing this 15 times you complete the game!
Comments
This game has a really strong style to it, with the spiralling daggers, masks, etc is all very unique in how it presents itself, very cool.
The jumping dagger mechanic is a little unintuitive, since theres no feedback, considering the daggers stay in the ground, maybe the grounded daggers should work as boosts when you walk over them instead? Or make it a much more noticeable thing, like the dash-jump in ultrakill.
As a fan of ultrakill I really loved this. The sword jump thing is a bit unintuitive but fun. I think the air movement needs to be tweaked a bit since if you can get pretty high up with the sword jump and then have a very slow fall. I think adding inertia to the air movement would help. Maybe having a ground slam like thing.
Overall a great job for your first 3d game!
Thank you, The sword i actually modeled in Blender, so much so that it doesn't have a handle to be specifically useful for the project proposal, floating daggers, I made it with twisted hand protection so that the feeling of rotation it would be good, I took references from Pinterest to make it, but as it was rushed I couldn't finish it
I liked your idea and implementation! Nice retro visuals and great sound of the shot. The feeling of timing is also great. The only problem for me here is the spawn of enemies outside the camera's field of view and too close to the player. Because you have to move in a circle, and look back and strafe, this spawning is too difficult for me. Or you can try to make an additional visual or sound hint - that something has appeared behind. But overall, it's very cool! I like this direction!!!





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