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Owen6936

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A member registered Nov 22, 2020 · View creator page →

Creator of

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I really like the concept of having to navigate around your previous character's movements! It's an interesting interpretation of the "Loop" theme, where the path you take during the first phase becomes an obstacle you have to deal with in the second phase.

I also really enjoy the overall aesthetic! The grayscale visuals, bitcrushed ambience, and old TV effects work well together to create a mysterious atmosphere.

However, I feel like there are a few areas where the puzzle design could be improved.

My biggest concern is the lack of information available for planning ahead.

Since the levels are quite large and don't fit entirely on the screen, it's difficult to plan a route for the black character to get all key items and get to the door without exploring the whole map first. The old TV effect also makes it harder to see certain parts of the level, especially near the edges of the screen.

I understand that the visual effects contribute a lot to the atmosphere, but I feel like they sometimes get in the way of the puzzle-solving experience.

Perhaps allowing players to zoom out or preview the entire map before starting would help them plan their movements without sacrificing the aesthetic during actual gameplay.

Another issue I encountered is that there's no indication of where the white character will spawn during the second phase.

Since the whole puzzle revolves around planning your black character's movements to avoid interfering with the white character later, I think knowing the white character's starting position beforehand would make the puzzle feel more strategic.

As it currently stands, I often have to finish the entire black character phase just to discover where the white character spawns, then restart the level with that knowledge.

This feels a little punishing, especially since collecting all the black essences across such large levels can take quite a while.

I think the challenge would feel more satisfying if players could focus on figuring out the right route rather than spending time repeating sections just to gather information.

One other interesting thing I discovered: You can leave the black character standing still for about a minute before starting to move. This gives the white character a full minute to move freely before the black character's recorded movements begin!

I'm not sure if this is an intentional strategy or an oversight, but I thought it was worth mentioning since it can make some puzzles much easier.

Unfortunately, I couldn't finish the game because I got stuck on Level 4, where the black character starts in a narrow hallway and seems to block the path to the white door. I couldn't figure out how to get past it, so I'm not sure whether I missed an intended solution or encountered a bug.

Overall, I think there's a really interesting puzzle concept here, and the presentation gives the game a distinctive identity! I'd love to see the gameplay provide a little more information upfront so that players can focus on the planning and execution, which I think are the most interesting parts of the mechanic.

Thanks for making this game! I hope my feedback is helpful!

นอกจากต้องขอบคุณเจ้าแม่นาคีแล้ว ก็ต้องขอบคุณท่านด้วย ไม่งั้นตำนานบทใหม่แห่งวงการอุตสาหกรรมเกมไทยคงไม่มีทางเกิดขึ้นได้อย่างแน่นอน 🤩

I think using the theme "Loop" to let players restart their journey at any time is a really cool idea!

However, I feel like the execution could use a bit more refinement. During my playthrough, I didn't encounter many situations where I felt the need to use the reset device. The only time I really needed it was when I got teleported to a chest on an isolated island with no way to escape. Since resetting also meant losing some of my progress, it felt more like a punishment than an interesting core mechanic.

On the positive side, I found the lore about the group of creators and the unfortunate events that led to their demise quite compelling! It genuinely made me curious to explore more of the story.

Unfortunately, I wasn't able to finish the game. It took me around 40 minutes just to reach the room with the four crystals, which felt a little lengthy for a game jam experience, at least for someone with a short attention span like me!

I wonder if reducing some of the RPG grinding, or introducing a mechanic that makes each subsequent loop a little easier, could help improve the pacing while making the loop mechanic feel more rewarding.

Overall, I can see a lot of interesting ideas here, especially with the story and the core concept. I hope this feedback is helpful, and I appreciate the effort that went into making the game!

This little poor magical girl deserves a better fate. 😭 

IKR! Hamster dragging is the best activity ever!

นี่แหละ เกม AAAA เกมแรกของไทย

Hi, It's me, the programmer of this game.

Thanks for pointing this problem out.

You were right. There was a problem with game performance that was caused by some heavily parallel processing.

It seems like I forgot to optimize the quest marker that tries to find the event that can transfer player to the destination map.

The funny thing is that I already wrote an optimization system, but I forgot to turn it on at the final hour.

I have to say that we also have problem with time managing too.


It seems a bit late, but I just uploaded a patch to fix this problem.

And thank you very much for playing our game!

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