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A jam submission

STUBView game page

A puzzle-platformer lab escape!
Submitted by BirdBurger Games — 9 hours, 58 minutes before the deadline
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STUB's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#7874.0684.068
Creativity#9864.0004.000
Narrative#12213.1593.159
Audio#14763.3643.364
Enjoyment#16943.4773.477

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 core mechanic involves "looping" yourself back in time, but the world forward. Your past self may leave hazards in your way, or help you out for future iterations.

(Optional) Please credit all assets you've used
See description for full credits.

(Optional) What would you like to be called if GMTK features your game?
BirdBurger Games

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Comments

Viewing comments 32 to 21 of 32 · Next page · Last page
Submitted(+1)

Great level design that really makes you think about how to clear it.

Developer

Thank you!

Submitted(+1)

All the effects (shoot, rewind) are really snappy and well done. Superb puzzles, and the artwork is quite nice. Even though its a jam game, but the difficulty spike is a bit steep, and the number of mechanics introduced without tutorials took some trial and error to figure out - in general I think there were just too many variables (where will I respawn after looping, where will the enemy clones respawn, which direction will they move, etc) to really strategize and puzzle solve, and I just ended up solving the hard room a bit on accident. That said, all the mechanics (other than the pufferfish) have great synergy and I can easily imagine this being a full puzzle platformer. There really should be a button to cancel your shoot if you accidentally start aiming, and the platforming is a bit too precise for a puzzle game.

Developer(+1)

Thank you! Yes definitely not enough of a ramp up. Although its a lot more fun designing the hard levels haha. We're definitely going to add 3-5 more levels between the existing ones to show the player these mechanics in a safer environment. The cancel isn't intuitive and we're thinking of doing a button for that as well. As for the precision platforming we actually want to keep a lot of that but just make it less punishing; having both hard strategic puzzles and somewhat hard precision platforming was a goal of ours. Unfortunately some of the windows we designed are too tight or don't feel intended with how close they get cut so that will take a while to get right. Really appreciate your time and thoughts!

Submitted(+1)

Pretty slick! Could definitely use some more ramping on the level difficulty, does seem to go zero to hundred a bit 😅I wish there were more reason to do those sick jumping trick shots! All in all, very solid entry. Thanks for sharing on stream!

Developer (1 edit)

Thanks for playing - really enjoyed the stream!

Submitted(+1)

Fun and unique twist on the looping lives mechanic

The restart button didn't seem to work on web
Other than that, the trajectory line seems a bit imprecise. There were quite a few times where the preview looked like I lined up the perfect shot, only to collide w/ a wall in way that didn't match what was projected

Developer(+1)

Ah Restart is hold, not press, sorry! And the collider used a ray cast query and not a circle collider at each step length which was another oversight. Thank you for playing though!

Submitted(+1)

very fun take love the design of the game

Submitted(+1)

Really cool idea, with some good puzzles that got me thinking quite a bit! If I had to give a point of improvement, though, I think the precision required to make some of the jumps is a bit too high - the last level, in particular, took me many attempts to actually beat once I’d figured out the solution, because it was a bit too easy to accidentally fling myself into harm’s way.

That said, this is a really solid idea for a puzzle game, and I’d loved to see it tweaked and refined with more mechanics! Good stuff overall.

Developer(+1)

Thank you! And yes a little forgiveness is in order for the player controller haha. We’re thinking of  pursuing a full release so these things will be fixed! 

Submitted(+1)

The art is really cool! The game also feels so polished. Some of the puzzles are pretty tricky, I enjoyed it a lot!

Developer

Thank you!!

Submitted(+1)

Hey, I decided to come play your game because you left a nice comment on my game. I think you have a really solid idea here, and I would actually love to see it be fleshed out into something bigger! This is totally the type of thing I would play on a website like Coolmathgames or even buy on Steam. The art style is strikingly good. I haven't played many other submissions, and this one is pretty unique as far as I know. I'm really impressed with how far you got during this game jam. Can I ask what you used to make this ?

Developer(+1)

Thats so nice thank you so much! We developed the game in the Godot engine. We're a team of two, a programmer and a programmer/artist, the artist uses procreate and sometimes aseprite for artwork.

This is our third jam, we did our first in January, and before that we had made one really bad Godot mobile game lol. After the first two jams we realized that we focused way too much on trying to get tons and tons of features and we decided to go super small scope this time around. Not that what we did was small but once we got the jumping / cloning mechanic done the rest was just slapping down the building blocks. I won't lie I did not get more than 2 hours of sleep on Saturday night but it was all worth it.

Also another huge thing is that we learned how to very quickly get implement the core infrastructure blocks and all that boring code. By that I mean we have a pretty set standard for our audio manager, scene manager, UI / settings manager,  even our directory layout is standardized now. The key benefit is 1 the time save but also 2 that whenever we do a jam we don't have to care about any of that stuff, we just get to immediately work on the fun parts and prototype the core idea.

Submitted(+1)

thanks so much for the info! I'm glad to hear that y'all are getting the hang of it, even if you don't sleep haha 😂

Submitted(+1)

Amazing Game! The puzzles were quite challenging, but still fun. Great Job.

Developer

Thank you!! Hope they weren't too hard for ya :))

Submitted(+1)

at first i didnt knew this is so satisfying until i freshed left shift LOL THAT GUY CAME SPITTING OUT HIMSELF WHAT THE HECK I SAID WITH THE JUICY SOUND it made my ears tingly Thank you for making this game AWESOME GAME!

Developer

Lmao well I'm so happy you enjoyed it!

Submitted(+1)

It's really satisfying when you figure out the answer, but it's pretty hard to get to that point. Lvl 4 has me completely stumped, to be honest! I think this would have really benefitted from just a couple of easier levels to get the hang of the puzzle concepts. I think the art is wonderful but the gameplay would have been just as fun with simpler art, which may have given you a bit more time to allocate to level design.

Great job, guys!

Developer

Thank you!! Yeah the difficulty is a bit much lol. We have a habit of making things a bit too difficulty, and our biggest regret is not making 2-3 more easy levels between 2&3 and 3&4! Happy you tried it out though, thank you!

Submitted(+1)

I  get it, I struggled with balance as well. Turns out its hard to make and playtest a game from scratch in only 4 days!

Developer

Lol who woulda thought

Submitted(+2)

Spynder makes an interesting point about mixing the two genres. I think the GOAT Mark Brown went through something similar when working on MOM. However if your going to experiment this works. Also as long as you can complete a level either way it might really work.  I spent minutes trying to restart like others apparently. Needs more cues and visual feedback. I think you can do a lot with this concept. A little hard for a jam though (for me) so didn't put in as much time as I would like. Worth adding to my future play list though. Just started getting the hang of it. The low key art style and audio is super nice

Developer(+1)

Thank you!! Yeah its a little unforgiving at the start. This is our third jam and we've hit similar roadblocks before. It's gotta be very forgiving to get good reception on release. Mark did hit an issue where his puzzles were a bit too hard which definitely happened here as well. For a full release it'd be a much longer ramp up in difficulty for sure. I really appreciate the feedback and I'd love it if you came back and finished out the demo (if you like lol). And thank you for the kind words!

Viewing comments 32 to 21 of 32 · Next page · Last page