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A jam submission

CyberloopView game page

Your trail’s a weapon and every tight turn could be your last. Outsmart, outlive and outloop.
Submitted by 20akshay00, acoshey, a_sett — 4 hours, 34 minutes before the deadline
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Cyberloop's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#7874.0684.068
Enjoyment#8233.7843.784
Creativity#17943.7733.773
Audio#20353.2163.216
Narrative#49282.1362.136

Ranked from 88 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?
Draw loops to send enemies falling through the arena.

(Optional) Please credit all assets you've used
Font: Pixel Operator

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Comments

Viewing comments 60 to 41 of 64 · Next page · Previous page · First page · Last page
Submitted(+1)

Nice work! The speed  was great and controls were super responsive. Took me a minute to adjust to the speed, but felt great to control once I got the hang of it. Liked the idea of going faster to "reload", it fits well with the gameplay loop.

Flying into my own trap right after I set it felt a bit unfair sometimes, I think making more visually distinct from the background would help (maybe make it red so it's visibly dangerous). I was also hoping that the trail would work as a shield to block or deflect projectiles, would definitely consider adding that as a feature.

Great job, congrats!

Submitted(+1)

Waaaaay hectic but a lot of fun once I got (mostly) used to the speed~
Barely managed a score 528 though and kept running into things whoops~
Had fun with this one, good job~

Submitted(+1)

Really fun! The player speed made it difficult to control, especially at the beginning, but once I got the hang of it, I was able to play a lot better. I still struggled with energy depletion. it would definitely help to add speed lines, motion blur, or a bigger rocket boost particle effect as the player increases in speed. It still was really epic once I mastered the movement!

Submitted(+1)

Even though I have seen multiple entries with the same mechanic and idea but I think yours stand out as the enemy will flee when I start to draw loops and I think that is way much better and logical. Even though yes the player seems to move a little too fast but man, it feels so good with such fluid movement mechanic. It would be nice if there are some upgrades like more health, longer trail, shield for a x seconds etc but considering this is a 4 days jam, it is really well executed and polished imo. Great job!

Submitted(+1)

it looks good  and fun to play great job man i am still playing it

Submitted(+1)

Really fun and easy to pick up but a bit hard to play with touchpad

Submitted(+1)

The game looks great. It implements a loop-to-kill mechanic that I just saw in another submission “Hamster Hyperdrive” but my comment there is that the loops do not are not permanent which this game fixes. In this case though the difficulty and controls make it very challenging to progress. I’m playing with a mouse, I can’t imagine trying on a trackpad. Here are some specific things to tweak:

  • closing a hole is very difficult because the speed of the player is too fast too quickly (and if you keep the mouse close weird things happen, see below, or the enemies go away)
  • when you close a hole, it is very difficult to fall in immediately, maybe add some grace time
  • the “holes” are very difficult to see with the choice of colors, maybe add some contrast
  • the player behaves erradically when the mouse is too close (or on top), that wouldn’t be a problem if it wasnt for the next one.
  • the camera follows the player and keeps it centered, except near the edges of the playfield where the player moves and messes up the movement
  • Either give more energy and a bigger field, or make movement slower. I kept missing to close a loop by a little bit because I ran out of energy
  • I didn’t get the gist of what controls the recharge of the trail energy, sometimes it would take a long time to refill
Developer

Thanks for the detailed review. I will try to address some of these:

  • I think there is a learning curve to closing the hole. Typically you start a bit slow, draw a tight loop and cut right through it real fast instead of drawing a circle from start to finish like the other games. This is why the controls needed to be snappy to change speed, so that you can make precise cuts. I realize it’s a bit hard to get the hang of, but I’ve some people play and figure it out in a few mins.

  • Again, if you draw a hole by cutting through it instead of making a circle, this is much less likely. It still happens though, that’s a bug on our part.

  • Fair point about the contrast, will keep in mind.

  • The slow speed controls + camera edges definitely takes the precision out of the game a bit. I personally enjoyed the variation, but I think this can certainly be fixed.

  • We did mention this in the info graphic in the game description; it recharges when you go very fast by keeping the cursor farther away. I think if you realized this, the energy depleting wouldn’t have been a major issue.

I don’t necessarily agree with all your points, but it is valuable to have your experience detailed out like this. Thanks!

Submitted(+1)

It's a bit hard to make small turns to get power ups and stuff, but overall a polished game with really smooth movement!

Submitted(+1)

I've seen a decent amount of Tron-likes this jam, but I think the polish here really sets it apart from others. The movement is difficult but in a way that feels rewarding to learn, aesthetics are clean, vibes are great, and I found the central gameplay loop really appealing.  If you guys want to develop it further I think a mini map and a short in-game tutorial screen of some sorts would work in this game's favor,  and also I'm personally not a big fan of the lack of background music, but the gameplay/difficulty is both satisfying and enjoyable, and I quite enjoyed playing this. You guys should be proud (:!!!

Submitted

good job, very unique !

Submitted

Nicely built loop.

Submitted(+1)

The idea and execution are awesome, though it's really hard to control.. Especially noticeable when precision matters.

Developer(+1)

I think its a bit of a learning curve, because I’ve sent this to a couple of streamers and typically half of them are able to master it while the rest give up early. It definitely could do with some tweaks, I agree, but you can in principle get through all the waves as is.

Submitted(+1)

This is probably the best implementation of the circle around enemies to kill idea,  

the pixel art with the crt is done really well and it looks really nice.

I would say the difficulty curve is a bit exponential, the controls take a bit getting used to, especially the movement to mouse position being relative to its distance., and the line disappearing too quickly(maybe has that as an increase in difficulty)

The speed boost slider could use a bit of an indicator as to when it is about to deplete and when its about to refill, to give the player some wiggle room to learn escape timings and use it more carefully.

The enemies are well designed, you could add more into the game as well. different player jets maybe to add some progression as well with some in-game currency. Some more SFX and maybe a varying soundtrack as the score increase.

Developer (1 edit) (+1)

Valid points, and I pretty much agree with everything. Thanks for playing!

Submitted(+1)

art and audio flawless but i think dieing when touching your past loops is whats making the game so hadr

Developer(+1)

Yeah I suppose that is true but it is also the unique part of the mechanic that you have to be careful of running into your own traps.

Submitted(+1)

Fun Tron-like with a neat style, with some music and maybe some tweaks to the turn speed when your mouse is close to the bike I think it could be even better.

Developer (2 edits)

I did notice that the steering is imprecise when the mouse is close to the bike, but I did not give it more thought because that goes entirely against the intended way to play the game. The whole setting is to force you to go fast (incentivized by refilling the power bar and being able to draw tighter loops) unless you have to dodge things, then you slow down as needed and I didn’t find the need for more precise maneuvering in that case. Regardless, I do appreciate the feedback.

Submitted(+1)

That's reasonable, though then I would prefer more incentives for going fast, as opposed to disincentivizing going slow, and maybe a slightly more zoomed out view of the level/shifting the camera based on the direction you're going. Still, good entry, especially for being made in 4 days.

Developer

That’s fair. The camera zoom is certainly a common complaint. Thanks for taking the time to follow up :)

Submitted(+1)

very nice instructions sheet on the game page.

your field of view is limited: having an indicator of the closest enemy is nice, but a little minimap like Sinistar or something would have been nice to be able to react a bit better.

Developer

Yeah I agree. Minimap was the plan, but we ran out of time. I think simpler would have been to just zoom out the camera but it didn’t strike us at the time. Thanks for playing!

Submitted(+1)

Bro I hope I never get sucked into Tron! My scores ranged from -25 to just over 100 haha. I think some more variation in the sfx could amp this up even further, particularly the vehicle's engine. Congrats on a successful jam! 

Developer

Just over 100 is better than what I’ve seen a lot of people do, so perhaps you have hope :P Good point about the engine needing some variations. Didn’t really take that into account but it makes sense because its always on. Thanks for the feedback!

Submitted(+1)

Very fun and polished game. I spent quite some time playing the game but I was only able to get to wave 9 max. I was constantly laughing at enemies falling in to space holles I made and then ended up falling in 3 seconds later. Good job :)

Submitted(+1)

I saw many games with the player having to encircle enemies to kill them. Yet this game excells in it's fast based combat, reward for risk , polish and game design. I think that it is generally a great move from game designers to encourage the players to do crazy moves to heal themselves up, bringing to mind Ultrakill where you are rewarded by going nuts. This game does something similar by wanting the player to get moe enegry by going faster, risking to get hurt.

But with everything good there are also some things that I would like to see improved:
- Explain the controlls ingame. Many players won't read through all of the decription, even if it is nice. The game should be able to be played without prior knowlege! Make a small popup explaining the game at the beginning. 
- Make the visuals more explaining. While I adore the artsytle I believe it didn't directly convey what all the enemies do at the start. Also, it took me way to long to understand how the get back the energy
- Make it easier to make loops. I have the feeling that they ran out too fast, thus making it really hard to kill enemies.

But honestly, this is a great game jam game. Showing how far polish can carry ones game. Great job! I see potential in this!

Developer (1 edit) (+1)

Thank you for the kind words and detailed review! I agree with your first two points about the in-game tutorial, but I did not want to throw in a low effort image because it took away from the aesthetic and I did not have time to make an actual tutorial unfortunately. I don’t particularly agree about the loop because it encourages to make tighter ones and run faster between enemies; I feel making it easier would undermine the idea of being deliberate with your actions under the constant threat of enemies. I do concede that the values could use with a bit of tuning though, it was definitely rushed near the end! In any case, I’m happy you enjoyed!

Submitted(+1)

Very well polished, satisfying game play! Well done!

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