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Repaint's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #1699 | 3.800 | 3.800 |
| Audio | #3345 | 2.900 | 2.900 |
| Enjoyment | #3460 | 3.000 | 3.000 |
| Artwork | #6687 | 2.300 | 2.300 |
| Narrative | #7530 | 1.650 | 1.650 |
Ranked from 20 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 game is about looping over regions to paint tiles multiple times.
(Optional) Please credit all assets you've used
All art, audio, and gameplay done by me. Font is Latin Modern Mono. Audio created in MuseScore. A build script is credited in the description.
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Comments
This was such a simple game, yet so entertaining. I really like the idea!!! The tutorial was definitely needed at first, haha. Overall, it's a nice game, good job!!!!
What a fun take on the theme! This was such a fresh and unconventional experience, it almost felt like a mix between a rhythm game and a programming game somehow. I loved how everything could be controlled with one key (I mean, the menus are genious) and how the game tested both my reflexes and my brain in keeping track of when to go back and loop.
I also loved the BIOS vibe you gave with the graphics, really well done!
Thanks! Music and programming were two inspirations for this game, so it's cool that the vibe carried through. Given that the gameplay itself only needed one button, I didn't want to require the use of more buttons purely for menuing. so I just did what felt like the most natural thing for the interface there.
I wasn't specifically intending a BIOS vibe with the graphics, but I'm happy to see you liked it! The artstyle was mostly just chosen to be readable and easy to implement. The relatively retro-looking font was just the monospace font (so that it would be easy to reason about what text would and wouldn't fit on a single line) with the most readable brackets that I had easy access to.
I think this game would really benefit from being able to restart on the screen that you lost on. It's not all that exciting to play through a bunch of levels you've already beaten, especially as the early levels are pretty simple & similar to each other.
I think there's enough meat in terms of the actual execution that re-trying a level would not get too boring too quickly. (That is, I could easily see myself failing a more-difficult level multiple times in a row, even if I was able to quickly restart it).
Besides that, I quite like this. It's like an action puzzle game that resembles a programming puzzle game, something I haven't quite seen before. And, always fun to see games written in Rust. :)
Thanks for the feedback! The ability to directly retry a level is an interesting idea -- though as a survive-as-long-as-possible game with randomly generated levels, it wouldn't fit very neatly into the design unless there was a lives system or similar. Perhaps it could fit in some kind of separate practice mode, though that would probably be out of scope for the immediate post-voting patch. (Or maybe a separate, more distinctly puzzle-ish game altogether with curated levels and special mechanics.)
Still, the core issue that there's way too much downtime between failure and getting back to interesting gameplay has been pointed out by several people already, so that's a big takeaway for me.
The fundamental idea I started off with was spatial looping of some kind, which then gained inspiration from repeats in sheet music, loops in programming, and this game I remembered playing a long time ago to turn into its final form. Glad to see people liking the concept! Also happy to be repping Rust in this jam. :)
Interesting concept. I usually like reaction games, but I’m a little tired, so I wish there was a super slow mode so I could have played more. Or maybe a longer pause before each level started? Maybe not, that might mess with the pure reaction based nature of the game. Nice to see other game written in rust.
I was a bit concerned about even the slowest speed being too fast for people, but at the same time I didn't want to suffer through an even slower speed when playtesting. Based on what I see in the comments, perhaps I should have lowered the speed further. I'll be doing that in the post-voting update, I guess.
...Actually, having a pause at the start of each level could help too -- a larger pause for the slower speeds and no pause for the fastest.
The slower speeds weren't made for more experienced players, anyway -- the idea was to let you pick a speed that felt fun for you. Thanks for the data point and suggestion!
Rust + Macroquad is, ironically, the game development tool that I'm the least rusty with at the moment. I've been programming primarily in Rust for quite a while now. It's a pleasant language to use, especially with its convenient sum types, expression-oriented nature, and if-let/let-else for control flow!
The game is really unique and I’m pretty bad at reaction type games haha so it was hard to get past the second one, but I still liked it a lot.
Really cool idea, and unlike anything else I've seen so far in the jam! Took me a second to get it, but once I did, I really liked it!
I managed to get to six points on Slow mode (I think).
This is a neat reaction-time based game. It took me a couple of tries to figure out what to do, but once I did, it was fun. I share the same opinion as some of the previous comments: I think the first level gets a bit annoying, and it would be better if you died as soon as it becomes impossible to win. Waiting for a level to end after already failing got irritating, I just wanted to jump into the next attempt right away.
Another issue I had was with the main menu design. It seemed to select whatever option the moving line was on when I clicked, but I expected it to choose the option I was pointing at with my cursor. It might of done this but I wasn’t sure. That made it a bit confusing to use.
Overall, great game! I really like the concept.
Another person pointing out the long downtime between attempts! Seems like I should have considered that more -- I didn't realize when playing the game myself because the difference between screens 1 and 2-6 feels a lot smaller when you're plowing through on the highest speed.
It didn't even occur to me that some people would try to manually click an option instead of using the brush! I guess "[Input] to select an option" doesn't actually clarify which option would be selected. Hopefully "[Input] to select the highlighted option" would clear that up.
...Are people actually reading the in-game tutorial? If not, then I might want to add a short paragraph to the description summarizing the controls. And maybe some extra text in-game after the voting period is over.
Thanks for the feedback!
The game may be conceptually interesting, but the audio does little to encourage continued engagement once the brief initial sense of novelty wears off
Huh, the audio specifically? Is it too repetitive, or is there another issue with it?
Simple and nice game. Took me a while to know when to press. Failing early in the puzzle and still needing to wait is a bit annoying. The punishment for failing is a bit had. Especially since the first level is just waiting. This made it harder for me to stay engaged.
Interesting, thanks for the feedback! I originally had ideas for dying as soon as it became impossible to clear a screen, but the logic for dying at screen end seemed easier for both coding and player understanding. The no-obstacle first screen was... well, it would still be nice to have it on a first-time playthrough for a given speed, but I suppose there could have been ways to skip directly to the more interesting stages after dying.
Post-voting, I'm planning to upload changes to address issues like these, just so the game can stand at its full potential. That's two things to start off that list!
Nice! The starting level is great for understanding it, so having it at the start of the game is great.
A very simple concept presented in a very aesthetic way. The art style, input and even the window proportions go together so well!
Regardless of how good the concept itself was, I was aiming to present it in the strongest possible light I could. Glad to know I did well in that regard! Wasn't expecting compliments on the proportions of the overly long game window :P
really creative the way you used only colors, boxes, and numbers in so many ways that also goes with the song
Thanks! Glad to hear that the programmer art seems to work okay!