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awesome game! i realize this is a game jam (not the cleanest of code), but your leaderboards have the private key embedded inside the client, allowing for fake scores. 

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Thanks for playing! Our next update will have a fix for the leaderboard. Would you like to test out a new build before launch to see if you can still crack it and add a fake score?

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sure thing! i only have just noticed this, i do not check itch often, please contact me on discord so we can work something out!
its 'synicalmx', i have sent a friend request.

Esta muy bueno aunque va un poco lento desde PC :(. Sencillo y entretenido.

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they don’t know the language, you’re speakin 

:'(

toki sina li musi, a a a! sina sona ala e toki ona!

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…shut up… I can’t speak it

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"What you said is amusing, hahaha! You don't know what language they [the developer] speak!"

Your comment was entirely useless; you're just assuming the developer is monolingual, and even if they are, online translation is easy and free, even if not fully accurate. Just because you don't speak their language doesn't mean they don't get to speak it.

(more literally and without rearranging words, "talk-yours is amusing, ha ha ha! you know-not languages-theirs.")

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What is wrong with you

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Nothing…?

Google translate?? Plus the dev might easily speak multiple languages

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well made

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Really cool! :)

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A bunch of attempts later... I'm still trying to get on the leaderboard.

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super fun!

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Super fun little game, I was not expecting to get as sucked into it as I did, fun time waster with satisfying controls.

nice game

also please release the music, it’s really good. Like something I’d like to have listen to regularly

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This game is GREAT!

I'm very curious how y'all got global leaderboards set up for a game jam game. I'm always looking for simple free solutions - any tips?

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Hi there. For the leaderboard we used HTTP calls to a web host (PHP page with MYSQL database). This tutorial covers the steps: 
https://forum.gamemaker.io/index.php?threads/online-highscores.4291/

thanks!

this game NEEDS a feature

really fun game got a place in leaderboard ! keep up the good work

I love this game! Linux/Mac builds would be very much appreciated, my computer couldn't manage for long with the web version. 

i want to go faster :(

I guess, use items, to go faster

There is bug (I think it's a bug) that most of the time when I buy something at the store it automatically makes me leave the store after I bought it.

Hey there! Yeah, that bug appears after restarting the game. It will be fixed soon in the post-jam version of our game. Stay tuned :)

BTW another (I think) bug.
Each game it just picks a  random multiplier to all coins I take. 
I believe you intended it to be random every coin.

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great concept great execution!

2nd try: Loop 19 - Score 2019

Very cool !

Love the music!

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Truly awesome great work

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Yay! We got SKATEWELL :D

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Fun little loop, I'd love to see more upgrades like slowmo after taking damage, or elements that appear randomly on top of the persistent looping floor, like grind rails or ramps for bonuses. 

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Cool game! I love how natural the difficulty curve feels since it's my own fault when a section of the loop is full of holes. My best score is 1892!

which engine did you use ?

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Gamemaker!

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Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!


Feedback:

- Pixel art is solid reminds of me GBA! I also like the way the tiles flip up when you start to wear them down

- This game is hard, but fun! 

- Didn't know I had to click to pass the dialogue

- I like the idea of it looping and getting harder. It reminds me a bit of fall guy's hexagon map haha 

- At beginning - I was expecting if I had tons of coins I could buy out the whole shop. 

- I like the idea of the shop in between each loop. Gives players respite and possible strategies.

- Would be neat to have more upgrades. So far I only saw magnet, replenish, miner, and toolbox

- How did you make the endless map? Just curious if you used a tilemap, or instantiated singular blocks in front of the player.

- I am a bit confused about the UI on the right, with the "YOU" tag. As it seems like "YOU" are not moving, but the yellow piece is. Also not sure if the blue bottom half has any bearing or if it's a stylistic choice

- I am a bit confused how the loop counter increases. I went from loop 1 to loop 11. Sometimes I go loop 1 to loop 5

- Often times when the shop owner talks I end up missing it. I think the text may be moving too quickly or the text could be more towards the middle area to player does not need to dart their eyes to the left.

- Sometimes character smush into each other for the font used.

i.e. Magnet => M and A are connected. Wings => W and I are connected.

- You can purposely hurt yourself with a crystal and continue moving to save some tiles. Not sure if intended.


Bugs:

- The song prior to the gameplay does not have a seamless loop. There is a bit of a hiccup at the end of the song.

- Dialogue on shop keep has a missing bar on the right (or it could be intended)

- Sometimes the SFX of pickups get loud for half a second. Happens alot on the heart gain pickup

- When player is full life, they can still get heal in shop

- Sometimes it freezes for a bit before you can play another round.

- Shop item UI can be overlapped by money pickup

- When player gets hurt and spawns back, they can spawn again off the map while moving off map in ghost mode


Suggestions:

- To appeal to more casual players. I might make the first loop or two easier, to get them acquainted. (Less enemy / rock spawns)

- Had an idea maybe when you die by a particular thing like falling, an animation of the guy falling into the infinite could add some flair haha (still showing the scoreboard of course)

 - Could be neat to have some things that work with the looping mechanic.

i.e. a chest that spawn on the track, and you can buy a key to unlock it if you run into it while holding a key.

- Maybe a small feedback like a quick one time ring when you on last life might be good -- to give player extra notice it's their last life.

- I think some additional animation of the tile falling down more noticeably might help the game juice.

- I think powerups could look a bit more different in the shop. They all look similar due to the color used. Also could use different coloring based on on rarity.

- I think coins on the UI on the right should use the icon instead of text. It'll help player miake the connection faster.

- Minor issue: tip says arrow keys to move, but it's more like only Left or right arrow key to move

- Idea - Can get upgrades to slow / speed up track

- Idea - Player can increase track length or transform parts of the track over time with stronger enemies or obstacles

- Idea - song can slowly change over time or ebb / flow to help reduce repetition of the music. It's a good song, but after a while it can repetitive.

- Could be neat to have different tracks to unlock if you loop enough in a level.

- I think there could be more sub track variations. i.e. 

--> Player needing to veer hard left / right

--> a 2 way and player can choose.

--> small monument or broken pillars to help add more visuals

--> A small little boost tile that player can jump and get a speed boost (i.e. Mario Kart 8)

- The ability to pause  might be good. Especially when you are trying to reorient your screen mid run or by accident.

- Adding some SFX when you are riding on certain types of ground might help add a bit more crunch. i.e. when you are on grass, it's subtle and soft. When it's partially broken, make a more obvious crumble sound. It might also give more feedback to let player know they are on a skateboard or something haha.

- Some SFX when shop keeper talks (like mumbling you'd hear in undertale / animal crossing) might help give player more feedback to know shop keeper is talking

- A little trail of particles while player is moving could add some more visuals to help give player understanding how slow / fast they move.

- I feel like the heart UI should be near the player when they are hurt as after I get hurt. I tend to dart my eyes to the right to figure out how much hits I got left.

- Could be cool to be able to reroll shop or upgrade it with to have better upgrade chances with the excess money I have.

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Agree with a lot of this I also wanted to suggest a few things but seems like you got most of what I wanted to say covered and a ton more. I can see buying a polished version of this game that plays like Downwell. Keep the GBA artsyle and color palette, add more biomes, more enemies, more upgrades (for example upgrades that incetivize jumping over normal skating and vice versa), more interactable enviroments (like rails for the skate), more modes (infinite mode, story/arcade, or lean on the roguelike aspect and make it a full game like that). 


Man this game is great I can see it going a lot of ways all of them good real props to the devs.

Very kind of you, thank you so much! More interactable environments is a good idea. 

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Hey, first things first wanted to thank you for dedicating your time to think this all through and break it down for us, it really means a lot! You have great ideas and spotted a lot of things I haven’t noticed, would definitely love to have you on the testing team if we get to make a proper update for it! Thanks again :)

Glad to have helped. Feel free to reach out if you end up doing so <3

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Gave you some live feedback, this one's got some serious sauce and some serious polish, this is a tough one to compete against, happy jamming!

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amazing

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11/10 Totally radical dude

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Amazing game, super polished, and the art is fantastic!

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Excellent game as always from Jamadoo! The polish is, as usual, spot‑on, but the game design is shining more than ever. I loved the take on the theme and how each loop has a sense of permanence, making you think not only about the micro decisions (avoiding stuff, picking up collectibles) but also the macro, crafting a good route to avoid making things harder for yourself on the next lap.

One thing I initially thought, but turned out not to be the case: I assumed that “painting” the ground gave me more score, so from one loop to the next I’d need to take different routes and optimize the painting to score better (making it harder and harder as the clean tiles became rarer). But if I understood correctly, the dirt is only showing the last route and which route will disappear, right?

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