Egyptian theme, mysterious curses, sick art and audio, very nice. Player controls seem a bit finicky, which is an essential thing for 2D platformer, but it's really difficult to find good balance for them in such short amount of time. Good game
Play Ouroboros
Ouroboros's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #268 | 3.919 | 3.919 |
| Audio | #865 | 3.581 | 3.581 |
| Artwork | #906 | 4.014 | 4.014 |
| Creativity | #2333 | 3.649 | 3.649 |
| Enjoyment | #2852 | 3.162 | 3.162 |
Ranked from 74 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?
Because it's a puzzle platformer where the player "loops" through the same level over and over while avoiding blocking his path for the next loops
Comments
Very fun game, the music matches up really good with the art and the UI, good job
The art is really nice, very nostalgic of old mobile games and children's artbooks. The music and sfx really fit the overall vibe. The looping mechanic is interesting, however a bit too punishing - even if I understand the solution it takes just one mistake to have to reset from the beginning. The controls and animations are really smooth, but the jump is a bit too much, and it could really use some QOL like coyote jumps and ledge grabs.
The game turned out really beautiful. The jam theme is very well integrated into the gameplay. I also really enjoyed the music and art style. Especially the intro caught my attention. it felt more like the beginning of a series than just a game. The story and art are crafted beautifully.
A really fun game, I especially like how you've used the idea of an ouroboros as something other that a snake remake, and instead a means to explain the looping story of the game! The art feels quite polished, and I especially like the transition into looping a level. The looping mechanic is also well done, and I like how you're encouraged to not set off certain moveable platforms in order to be able to collect all the crystals, which gives an additional level of challenge. For some feedback, I would have liked a quick restart button, since I failed quite often (skill issue, i suppose), and it was a bit annoying to have to navigate to the menu and click the button every time. Other than that, great game! Congrats on your submission, fellow Ouroboros title!
Super cool game, I really liked the introduction, got me invested! One of the best polished games I have seen so far, very well made πππ
I liked your game! I actually wrote this comment before your reply on my games page π One piece of feedback I could give could be that when the first level starts, if a player is in the mood to just start with the action they may not read the loop and get surprised by the mechanics, so spacing out the texts just a little bit more could help with the pace in my opinion, Although, I thought the mechanics were intuitive and this wasn't actually an issue. Congrats on the cool game!
Really polished game, the animation is so smooth!
It maybe need a quick restart button, otherwise really good job!
Beautiful, quite impressive intro stills as well! It felt really polished and well done, I hope you continue to make more progress on this game!
The concept and art are very cool and levels seem well designed
What the game really needs is a quick restart button (and shortcut). It is easy to softlock yourself and i constantly needed to hit pause and restart.
Also, character feels hard to control. Perhaps a more zoomed out view would have helped. Sprint mechanic might be exacerbating this issue as well
That last level was BRUTAL.
Had a pretty great time overall, reminds me of the flash games of old (that's a compliment)! Also the art is very cute. Congrats!
Really neat concept, visuals are great and the game is straight to the point. Physics are kinda wonky and some puzzles are unclear, but nothing awful in the gameplay sense. The one thing that jarred me was that audio mixing feels veeery off. The music seems to have been clipping on export, most SFX are either too quiet or too loud, and even the song's mixing itself isn't great. The rest of the game is clean and pretty well executed.
Really enjoyed playing this puzzle game. The difficulty, i think, was balnced enough and the theme was really well interpretated. The only issue i got was the slippy blocks lol.
Great game, good job
Guys!!!!!!!!!!!!!! where do you get such beautiful artwork and amazing audio! great game indeed
Thank you so much for playing the game π
And I have to give credit. the artwork was created by Haneen, She was the artist who drew all the sprites. And the music was created by Doha, She was the music composer who created all the soundtracks in the game. They're very talented. I wouldn't've been able to make this game without their help.
Thank you so much for your review β¨
Fun platformer with some really challenging sections! I really enjoyed playing this!
I think you've already received a bunch of good feedback on the frustrations that this game gives, especially in relation to the jump, so I'll add in a few other things to consider when updating:
1. Less about the jump tuning, but however you track if the player can double jump ignores if they just walk off a ledge, which means the player can delay their jump to be in midair. I was able to use this to cheese a few levels.
2. This may be intentional, but guiding the player towards the diamond but not the stone feels like an odd choice. The level becomes a bit of a treasure hunt at the end, and frustratingly it can make it feel like you're forced to lose because you didn't know the layout of the level. Giving players the ability to see where these objectives will be would give them the power to feel like they can plan the level out in advance, while also opening you as the designer up to be able to create even more challenging levels. This would also remove the frustration of dying and resetting the whole level, as the player could only have themselves to blame for not planning out the level in advance.
I think you showcase strong level design with just a few simple mechanics. With a few tweaks to improve the player experience, I think this will feel even better to play. Great job!
Thank you so much for this feedback I really appreciate it π about the delay jump thing It was actually intentional to prevent the player from missing the exact frame where the player is on the edge, but I guess your right I overexaggerated the value. But I think having the ability to cheat code some parts of the levels with this mechanic made it much easier for players to complete a decent number of levels. So maybe when the difficulty balance is fixed I can tweak the values a bit to make it more natural.
And yes, not guiding the player to the stone was intentional. I was hoping to make it a bit more interesting for the player to try to guess where the stone is. But your suggestion is actually way better where the player can plan in advance where these items would be and plan accordingly. That's a great idea.
Overall thank you so much for playing the game and giving your full honest review with these great solutions. and once again thanks for your kindness and feedback π
I really like the core puzzle mechanic with the need to carefully consider how actions affect future runs.
The game also looks and sounds nice; and generally gives off a well polished vibe.
However, I'm sorry to say that the jump frustrated me a lot, and I have put the game down sooner than I wanted to.
It feels like it goes too high, too fast, and then bounces back down too fast as well.
This jump was probably designed for the levels/areas that are more vertical; but it feels unfairly hard when moving through a horizontal area, especially with a low ceiling.
When I am moving before jumping, I expect to move more horizontally than vertically; but this jump implementation skyrockets you to the ceiling, then bounces you back down, pretty much instantly.
I can see that you are going for a "Mario style" jump where holding the button longer makes the player go higher.
Since that is the case, the issue is definitely the speed, not the height.
Keep the height, then you don't need to redesign the levels; but slow the jump speed (and fall speed) to make it easier for the player to choose the height that they want to stop jumping at (and give the player more time to aim their landing).
Also, I would suggest making it so that the crumbling blocks only fall apart if you actually stand on them.
Having a potential future platform crumble because I bumped into it from the side is annoying.
I'm going to follow your Itch.io profile so I can see if you update the game.
I really REALLY want to come back to this if you fix the jump.
Everything else about the game is so good!
:)
Thank you so much for this in-depth review I really appreciate it π, And concerning the jumping mechanic your points are completely valid, I think you can only master the jump if you practice it a lot. I thought there were no problems with the jump because of course as the developer I playtest a lot, So I thought it wouldn't be that big of a deal, but most people who played the game now critiqued the fact that the jump is too hard and the looping mechanic is very repetitive. So I'm definitely going to make sure to fix these problems and create a better version of the game with improved jumping mechanics, maybe create an android version. And when I do so I hope you try the game and finally enjoy the levels without any problems concerning the platforming. But overall thanks for taking the time to play the game and give such a comprehensive review of the game. Really appreciate your feedback and thanks again for playing the game π
Cool concept but it's REALLY punishing. I think would be cool to reset only the loop you died but if softlock you could return one or more loops. Liked the music and graphics are really cool :). Good job :D












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