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In The Loop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2456 | 3.203 | 3.333 |
| Creativity | #2553 | 3.683 | 3.833 |
| Enjoyment | #2565 | 3.363 | 3.500 |
| Artwork | #4935 | 2.962 | 3.083 |
| Narrative | #9941 | 1.361 | 1.417 |
Ranked from 12 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?
Each move decrease the countdown. At zero, the player cannot move.
(Optional) Please credit all assets you've used
See credits in game
(Optional) What would you like to be called if GMTK features your game?
Philou
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Comments
I feel like this game was the definition of elevated simplicity. Not to say it was simple, it was actually super hard and hurt my brain, but I loved how clean the aesthetic was, and the attention to detail (like editing the godot loading screen!) just made this feel like a super professional entry.
Fun puzzle game! I thought figuring out the solutions to the puzzles was pretty satisfying, especially with the ghosts. Level 5 gave me a lot of trouble and almost made me quit, but I kept at it and eventually solved it. The music is also really nice and gives a good space-y vibe. Great work!
Super fun game! It was a little difficult for me to make progress in the beginning but super enjoyable regardless. LOVE the music! Makes for a very peaceful vibe :)
Enjoyed the game a lot, although i did struggle understanding the mechanic at first. Overall, I feel like a gentler introduction to the mechanic would have been better.
I loved the concept, a little bit hard to understand at the beginning but very cleve
Usually puzzles like this don’t really gel with me but I really enjoyed getting on top of these levels. Level 5 was a bottleneck, and maybe a slightly gentler puzzle would have been needed to introduce the weirdness of how the ghosts can be used, but it did feel so good to bump into a seemingly simple puzzle, convince myself it’s impossible and then crack it. I think some of the solutions to the puzzles lacked a little clarity in the underlying procedure, as in I figured some of them through tinkering and checking and less of a conceptual breakthrough. But making puzzles is hard, and making such simple puzzles feel impossible and then solvable is even harder, so well done. A few of the levels almost broke me, but I emerged triumphant.
This really subverted my expectations of a sokoban game.
It reminded me of mechanics from a game called "loopholes" . But I've also seen similar time puzzles in Talos + a portal mod called thinking with time machines. However I think you actually use them in a more creative way because it switches the "solving" players focus between the first/second/third character.
I really think that Level 4 needs better tutorialisation. I solved it the first time without realising that my inputs were being recorded and then played back. So I didn't understand that was useful or needed for Level 5. Although once it clicked I enjoyed completing every puzzle.
I can see it being a pain to properly demonstrate this mechanic in an elegent way - but it needs a clearer example. Also reseting might be more useful on several buttons.
Overall this had really creative puzzles, and I think there's more to explore there.
I recorded gameplay:
https://youtu.be/prD6kvXPkzc?t=23378
i really like the art and the game idea, but i think i might be missing something, i couldn't get past level 5. i'm able to use the ghost to push the box out of the way, but then i run out of moves to get to the flag.
I also got stuck on level 5. Great visuals and soundtrack!
I know it is really hard to explain how the ghosts work. For Level 5, you need to understand that the order of movement is from the oldest ghost to the most recent ghost, and then the player. This means a ghost can move in one direction and then the player can push it in another direction.