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LOOPILLO's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #43 | 3.333 | 3.333 |
| Authenticity (or, Creativity in use of resolution) | #49 | 4.083 | 4.083 |
| Overall | #63 | 3.156 | 3.156 |
| Graphics | #74 | 2.833 | 2.833 |
| Gameplay | #86 | 2.375 | 2.375 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team
Alone
Jam
I would like to improve my time management skills; I often don't finish on time.
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Comments
Since I'm stupid, I should have left this comment at the beginning of the JAM. GAME TRAILER:
Yeah, I could defeat the first Dark Souls Boss after trying countless times, but I never quite finished the whole game, yet... And you found a way to build a more difficult game lmao. Jokes aside, great concept, but I'm not dextreous enough for it. But I know for sure there are some people out there that would love the challenge! Don't be discouraged, you just found a niche inside a niche inside a niche hehe
Thank you for playing and for your comments. If I see that it's quite popular, I wasn't sure how well it would work, especially when I realized that the low resolution increased the difficulty. Also, I calculated the countdown times for each level so that you don't need to move both ships at the same time. You can try the strategy of first guiding one ship to the center and then quickly guiding the second one.
I will! For the first few tries I did think it was a matter of moving them at the same time, but later realized it had to do with keeping to the path. Maybe I'll go for a few tries after work, see if I get good ;)
Love the idea! Like others said, it is a hard game but that's the fun!
Exactly, thanks for playing.
Too easy. Try adding a challenge next time. 😉
I know it's easy, but I'll be releasing the kaizo version soon.
Looks cool, but I couldn’t even complete the first level. The collisions are too sensitive for me.
Thank you for playing and for your comments. The truth is that the game was designed that way on purpose. The plan was to frustrate and obsess the user, so that finishing it would be more satisfying. But you're right, it was quite difficult. In fact, every time I created a level, I tested it, and it took me 20-30 attempts to finish it. I wanted to include several levels, but time only allowed me to include 12. Eventually, I'll release an easier version. Also, I never thought that the low resolution of the jam actually increased the difficulty even more.
Very unique game! Unfortunately I found the game way too difficult. I would have appreciated a "three strikes and you're out" system rather than instant failure on the first touch. Although to be fair, this may just be a skill-issue on my part as I only just managed to reach the end of the first level even just controlling one ship!
Would love to see an easier mode for this as it's a really interesting idea for a game.
Thank you for playing and for your comments. The truth is that the game was designed that way on purpose. The plan was to frustrate and obsess the user, so that finishing it would be more satisfying. But you're right, it was quite difficult. In fact, every time I created a level, I tested it, and it took me 20-30 attempts to finish it. I wanted to include several levels, but time only allowed me to include 12. Eventually, I'll release an easier version. Also, I never thought that the low resolution of the jam actually increased the difficulty even more.
It is really hard, but quite fun. I think a bit of polishing on death tolerance and visibility would be great.
Also should be nice to play with a friend. Good job!
Thank you for playing and for your comments. The death thing was a bit of a deliberate attempt to increase frustration, ha ha ha ha. Besides, I didn't even think that the low resolution would increase the difficulty more than expected (my mistake).
Oof I'm sorry I want to play more but my brain just can't get on the controls :/ Maybe an easier mode would have been nice, or just basically simpler but with a challenge mode. Which may have been cool to pick after getting used to the controls in a simpler setup. But despite that I like how it's somewhat unique,
Thank you for your comments and for playing the game. You're right, I should have thought my tutorial and explanation of the controls through better, not to mention taking advantage of the low resolution to make it a little more difficult.
Neat concept and lovely aesthetic! It definitely has unique gameplay in that it forces me to think about controlling 2 different entities moving along asymmetric paths. I really like this idea.
A bit too hard for me, would have been nice to have a bit more tolerance before dying, or maybe a health bar, so you're given some leeway of going off course for a moment.
Thank you for your comments and for playing the game. You're right, I would have liked to include more things, but I didn't want to overload the screen. To be honest, the difficulty was intentional, as was taking advantage of the low resolution to increase it further. I hoped that after several failed attempts, players would gain experience. In fact, I wanted to include at least 50 levels, but since I tested them all myself to see how difficult my game was, the development time only allowed me to add 12. Thank you for your observations.
Cool idea, but it was pretty difficult. Im not sure why there are two ships rather than a single one? It doesn't seem like it adds much to the game. I didn't make it past the first level so I'm unsure whether that mechanic is expanded later on.
Thank you for your comments and for playing the game. You're right, the dynamics are a bit strange once you see them in action. My original plan was to force the user to be alert at all times, trying to get both ships to the center just in time. I even adjusted the times for each level so that if the user wanted to move one ship quickly, they would still have time to get the other one to the center of the circuit. Thank you for your observations.
I can see this appealing to a certain audience, sadly I’m not one of those. The inertia / rotation combined with a precision game in such low resolution just did not work for me as most of the time it was hard to judge how much/many taps I should use to control. It might be (probably is) a skill issue on my end, couldn’t even finish the first stage. Interesting idea and execution, just not aimed at me
Audio level is way to high, next time please pay attention to that.
Thank you for your comments and for playing the game. You're right, my idea looked good on paper, but I never considered that it would be difficult to implement, not to mention that the low resolution made it quite a bit more difficult. By the way, there was a volume option in the options menu. I didn't think through the layout of my menu very well either. Thank you for pointing that out to me.
Interesting idea! I found it pretty difficult to play, but realizing I could use both thrusters at the same time kinda helped me on straight paths. I agree with the person who mentioned that it's difficult to know where the ships colliders are. Perhaps making that more clear would ease the difficulty a bit.
I found it to be an interesting game regardless. Good job!
You're right, I didn't think much about indicating where the colliders are. On the one hand, the circuit collider is thinner than the width of the yellow line, and on the other hand, the ship colliders are on the sides, almost where the thrusters are. I planned for it to simulate a “wire loop game.” Thanks for your comments. As a developer, you always forget that the user needs help to know what to do. Thanks for playing.
This is cool. It's kinda like one of those wire loop games. I figured out the controls with trial and error. I managed to get one ship to the center. I think getting both to the center before the time limit might be a little above my skill level.
If it was necessary to reach the core of the circuit with both ships, I tried not to adjust the colliders too much, but unfortunately the low resolution of the JAM increased the difficulty more than I expected. Thank you for playing.
What a unique mechanic. After about 10 minutes, I became good enough to hit 70% of the first level. It hits the mark, is fun and certainly has a lot of replayability. Great job!
Thank you for your comments.
This has been the hardest game I've played so far... I genuinely like the idea behind this game. I guess my only big complaint is being unsure of what part of the ships need to connect to the rail to be classified as a loss.
I'd love to see the idea polished more though!
- WilllRU (AFKissa)
Thank you for your comments. I tried to make sure the colliders weren't too tight, but unfortunately the low resolution of the game inadvertently increased the difficulty.
The gameplay is difficult for me. Not even the gameplay, but the controls themselves.. I didn't immediately understand the controls, but when I did, I still couldn't move normally, constantly losing :D
Also, perhaps the color palette is quite harsh, the eyes quickly get tired of the acid-neon combinations. But the music in the menu is very pleasant, I really liked it. Otherwise, an interesting experience, good luck with your endeavors!
I understand your point. In fact, I was wondering if my instructions for the controls were clear, and you're right, the color palette is unbalanced. Color combinations have never been my strong suit. Thank you for your observations