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samsara's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Seriousness | #50 | 4.348 | 4.348 |
| Audio | #74 | 4.107 | 4.107 |
| Overall | #82 | 4.139 | 4.139 |
| Enjoyment | #212 | 3.961 | 3.961 |
| Creativity & Theme | #223 | 4.169 | 4.169 |
| Visuals | #339 | 4.112 | 4.112 |
Ranked from 178 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
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Comments
Really pretty game. The sound design was amazing. Once I figured things out, it was a little frustrating trying to get the right creature, even if you can stop the wheel yourself. Well done. I'll be returning to play more, though I do not think it can save on WebGL. I might need to play via download to do that.
cool game. I keep dying but when figure thing out it very satisfied
10 keyless here. Can't play what everyone is talking about.
i'm sorry :(. i think the biggest lesson i'm taking away from this jam is to consider alternate keyboard styles and layouts.
Your game seems really popular and getting raving reviews. You did great! There's always next time for me and my tiny keyboard lol
I really enjoyed this game and think with some post-jam tweaks it could be even greater. First of all, I'm not going to mark my rating down because of this but I think you should scrap the wheel's random chance in favour of letting the player decide who they reincarnate as. I would have stints where I'd get an animal I just couldn't do anything with for a good 2-3 minutes, constantly dying to get the same one over and over. It was a fairly frustrating experience. Additionally, I got the duck once in my entire playthrough (haven't finished it yet unfortunately, did spend a good half hour on it though), to the point where I actually still don't know what the duck does lmao. I just know it quacks and then I died (my assumption is it summons something from above? Idk...).
Moving on from my complaints, I have quite a lot of praises to sing. The art, while incredibly simple, is great and powerful. It's very reminiscent of Undertale in my opinion - especially with how you set out inputs and the questions at the start. The audio, while also just as simple, really compliments the game and fits right in! If you honestly told me that Samsara was a Pico-8 game rather than a Godot game I wouldn't bat an eye - and that's a good thing in my opinion.
An overall joy to play (despite my issues) and one of the best games in the jam imo!
Also...
The atmosphere here is incredible! Very eerie hearing every character with the same footsteps. Really makes you feel like you're wandering the ethereal plane.
My only two critiques are the horizontal movement felt a bit touchy, and the wheel felt frustrating more often than not. It's cool that it serves as a stand in for the circle of life metaphor, but as an actual gameplay mechanic it felt fairly obtrusive. Rerolling over and over to get the right character doesn't feel the best.
But overall I still had a great time! My favorite part was discovering what each character's ability was. I also forgot about the opener where you enter your info so I got jumpscared by the gravestone lmao. Good work!
really enjoyed the vibe of this game !!! super cool, good job !
OOoo this was cool!, i really like the vibe!, the atmosphere here is really good and its a really sick and unique idea to use for a game!! though if i needed to give feedback is that i guess that the platformer physics needed a lil more polish, in my opinion the characthers physics should be a lil smoother, and like for example the duck's float ability could use a little more tweaking to make it feel more responsive, aswell as extra animations or squash and stretch for walking jumping, doing a special ability and the sort, but really those are just nitpicks! this is a great game with a really cool vibe great job!
Aaahhh this is so cool. I love a game that doesn’t hold your hand. It’s so satisfying to figure things out bit by bit and solving everything on your own. I stumbled across the gopher(?)’s dig mechanic by happenstance. My only complaint is it wasn’t very clear what the controls were on the “enter name” section. I thought you had to press space to enter a letter, not Z (‘space’ was in the corner so that’s what it felt like), but once I figured it out it was a smooth experience.
Very artsy, and toootally no pretentious but in an alluring way. Also I need need neeeed the credits music! It’s so cool that you made that, I’d love the soundtrack for this.
Seriously, great job on this!
I learned that you can host music on itch, so after a short break i'll be putting the songs i made for this game up on here for free download or whatever :)
You created an enthralling vibe in a way that made it seem effortless, with just two colors and an action button. The sparse text immediately threw me into a philosophical mood. I had to seek out a hint at one point (thanks), but the rest of the game unfolded at a good pace, with some Eureka chain realization moments along the way. I genuinely hope the audio design here gets deserved recognition, it was subtle but in my opinion, second-to-none in its execution and reinforcement of the subject matter.
I almost hate to belabor the point about how its frustrating not spinning the animal you want, and the weight of gravity causing unnecessary pain. I think this is tricky because these elements mesh so well thematically, how could you not include them? And yet at the same time, the cerebral puzzliness clashes with the chance and skill-based elements here on the gameplay side of things.
I hope you keep making games. I'd like to see more.
thank you for making this game
seeing a lot of activity on the discord surrounding it so I thought why not give it a try? Absolute banger, this is exactly the kind of game that deserves to win game jams, it's a huge risk because we often prioritize quick and fun gameplay loops but this kind of self contained puzzle adventure can give a greater payoff than any other game could (and it absolutely did)
The theme was super well incorporated into the design of this too, and figuring out the mechanics themselves as a gameplay concept is really hard to balance but it's done so well here, I can't stress enough how much of an incredible example you're setting
and I LOVE the pretentiousness, we need more pretentious games with crazy self-important lore building, genuinely a 10/10
very fun game, starts slow but it makes it so i do not want to leave until i figure out what to do, i like the mechanic but i do wish the randomness was a bit more biased, at some point i got 10 mole-thingys in a row when i needed a bird, in general very neat!
Incredible audio, great visuals and a fun little metroidvania. The spinning mechanic was a little frustrating at times however, I often just killed myself to get the animal I wanted. Amazing game.
This game was really frustrating until I understood the mechanics. Then it was still frustrating, but for different reasons. I liked the puzzles. The were some bugs here and there. Nothing game breaking though.
Honestly this puzzle game was really, really well done - the puzzle mechanics were so unique, and the core concept of replaying and trying again with the meta-knowledge of a past run was such a cool concept.
My only critique would be the platforming was a little slidy at times, but that could very much be a skill issue on my end. The game felt really immersive, and the soundtrack was awesome to boot. It felt like even when I was failing, I was learning and making progress.
When I first started off, it was slow - I immediately got stuck at the very beginning, unsure how to progress, shackled to the form of a duck. Then I fucked up, died, and respawned a human. It clicked. Suddenly - I got the game. And the moment it clicked into place, I immediately was having a blast. The music motif puzzle was great, and the entire flow from start to finish was a joy - even when I got stuck, I felt like I was able to push through and figure it out.
This is such a unique vibed game, and you pulled it off expertly. This is the kind of thing you'd expect as the first area or level of a long-form indie puzzle-exploration game.
what a wonderful world and game that you created... just beautiful! begging for someone to drop a tutorial vid i am incredibly unskilled (T ^ T).
i'm spending quite a bit of time in the discord server for this jam, and can guide and give hints if you need !
This is definitely my favorite game of the jam so far!
I really love games like Tunic , Outer Wilds and Animal Well (Metroidbrainias) and I was not expecting to find a game that feels similar to those, thank you!
The only small complaint I have is the control scheme, I much prefer WASD & Spacebar for movement
this was such a cool experience to go through! the fantasy delivered here feels super concentrated, aiming to express a specific vision and nailing it effortlessly. while going through games in the jam, i was constantly unsure on how to judge the seriousness of a game and what would constitute a 5 for it. this game defined that for me (or at least defined part of it, i know seriousness in irony/jest is another to go about it xd). the game immediately sets the tone in the beginning, deltarune-style, which immediately got me invested. the puzzles that came after were super clever and engaging, i loved having to use different character abilities to get through certain sections of the game. the multi-faceted interpretation of the spin theme is also really cool too, from the literal core mechanic to the name and the circle of life. the game just feels so thoroughly designed, it was really cool to see! one thing that was a bit frustrating was the spin mechanic itself, which was a bit tedious engage with despite being integral to the theming of the game. even by adding a manual stop, it still is kind of difficult to land on the character you need. but yeah, outside of that, this game is incredible and a cool entry to the jam! congrats on the submission!

Really interesting game! The artstyle is nice and consistent and the mechanics and puzzles are quite fun. Took a while to figure out what to do but thats part of the fun, Only gripe was the spinning wheel though, had to play with Z but even then the spinning wheel was kind of making the game really tedious. as for the movement its a tiny bit janky especially on the ropes but besides that not too bad. Though t the end i still couldnt really figure out how to get the fourth piano bit on the top right, like i dont think im missing anything? just cant figure out how to cross the gap, but still really cool concept!
It took me quite a bit to actually figure out the mechanics of every playable character, but once I did, it was really fun trying to open the door to Nirvana! I think that having a slightly more clear explanation of which character can do what (the levers and switches aren’t that intuitive compared to the mole and human), and I spent way too much time fiddling with those once I got stuck in the top right area, but a well-made game!
For the piano, try playing (↑, ↑, Z+→, Z+↑) if you’re so inclined :)
having a game where the credits rolling give me the same chills as when i first completed hollow knight or E33 made in 7 days is truly an achievement. this game, while being very vague in terms of story, is still able to create that sense of emotional attachment and genuine wonder. while at first the constant re rolling of creatures was irritating, i quickly realised that this frustration only added to the experience of the game, the entire thing serves as a powerful analogy for the simultaneous sense of futility and accomplishment that life brings. and look, you've got me talking all poetic after playing lol. on first launching the game i was struck by the polish, both visual and gameplay wise, the idea of rolling through different characters with different skills feels far too on theme with the concept of rebirth and the general story the game tells to have been a game jam idea and yet it was, i believe this game was a result of a genuinely good execution of a genuinely good idea, and it shows. I will say, i do think the re-roll algorithm could have been less chance based. ie. it could have been weighted towards whatever the player actually needed to solve the puzzles, and that would have solved a lot of the pointless rerolling only to just get the same useless creature again, though of course withing the constraints of a 7 day development cycle it's entirely understandable that you would go with the easier option of making it completely random. this is one of the few games longer than a couple of minutes that has genuinely kept me engaged for the entire time.
i think you're the first to directly reference the integration of the themes into the game design and loop, and i wanted to reply to point that out, because it's one of my favorite parts of the game which may go overlooked. thank you so much!