Ouroboros by Wendel Scardua

You are a small worm, stuck in a time/space loop. The loop was supposed to end in a minute, but weird time artifacts (and some weirder time-bugs) keep appearing, and whenever you collide with them the time loop lasts longer. To make things worse the strange physics of the loop makes you run faster near the end. Try dodging everything and eventually you'll be free!
Remember, the goal is to try to escape the loop as soon as possible!
Controls: * Left: move to inner circle * Right: move to outer circle
This game was made for NES, but there's also an HTML5 (web) emulator available (a port of FCEUX)
Tools:
All the content was made by me, with the exception of the audio engine (https://github.com/nesdoug/famitone2d) and prng (https://github.com/bbbradsmith/prng_6502/blob/master/galois16.s)
Coded in 6502 assembly. Compiled with CC65 + Make. Some stuff (like a polar coordinates table) was pre-computed with Ruby.
Graphics sketched in Aseprite, then remade into NES data with Shiru's NES Screen Tool.
Music created with FamiTracker.

Ratings
| Overall | 748th | 3.543⭐ | 71🧑⚖️ |
| Fun | 647th | 3.471⭐ | 71🧑⚖️ |
| Innovation | 517th | 3.587⭐ | 71🧑⚖️ |
| Theme | 103th | 4.261⭐ | 71🧑⚖️ |
| Graphics | 857th | 3.486⭐ | 71🧑⚖️ |
| Audio | 588th | 3.413⭐ | 71🧑⚖️ |
| Humor | 750th | 2.774⭐ | 55🧑⚖️ |
| Mood | 870th | 3.32⭐ | 63🧑⚖️ |
| Given | 137🗳️ | 117🗨️ |
I really liked the atari feel though, if you cultivate the gameplay more it could be a great game!
About the counter-intuitive goal: at first I thought to make the game a normal "infinity runner" where the goal is to survive the longest, but with the theme being "stuck in a loop" I thought a more appropriate goal would be to escape from being stuck there as soon as possible.
(Maybe I'll re-reverse the goal before submitting to the other - monthlong - jam I'm participating)
Thanks for your comments :)
I really liked the game being a NES rom, it was very fitting and well done. The gameplay was a little repetitive, and I felt that the more I hit things, the harder it was to win, like a snowball effect. But the art and soundtrack were very cute and well made. Good job!
The game had a nice difficulty curve created by the increase in speed as you came close to completing the level.
In my opinion the speed difference was maybe a bit to big. This made it feel like a large setback, when you hit something just before escaping.
After playing some rounds, the best time I could get was 2:16.
I had a lot of fun playing your game and would be happy if you could try out our game as well!
Nice gameplay and also like the music change when near escaping.
P.S. The game was too hard for me, I was 10s away from escaping a couple times, but ultimately failed :(
One thing I think could have made it better is having the game get harder when the remaining time goes down instead of getting harder the longer you play. If you get a good start though the game is entirely possible.
Nice Job :)
Maybe I should've had reversed the goal at the price of not fitting the theme as much as possible; maybe I should try at least making this an option in the post-jam version.
https://nes.scardua.net/#ouroboros, I closed the page and opened it and the problem persists
Thanks for submitting your game!
I really dig how you address the theme and the gameplay really make me feel stucked. The graphics and audio were made accorndly with the plataform you are making this game, being a great flavour to this game.
I had to major concerns about the gameplay itself:
First - the top and bottom crops in the outer track difficulties the readbility of the game state - also considering that is a reflex game with limited graphics/animations/transitions and found a little frustrating and this deeply weighted in cognitive spawn.
This leads to the Second concern, I was ALMOST winning and catch 3 (or more) bloated clocks and time-bugs togheter... my remaining time came from 10 seconds to 1 minute in a glimpse. I never felt so stucked in a loop! hahahaha I understand the appeal considering the theme and was deeply affected by the feeling, but being a game I think this maybe push people away - because you are stuck in a bad highscore run after a minor mistake or unlucky moves, so you needs to restart the web page to escape the loop? Very poetic and diegetic to the theme, very frustrating as a game.
Overall, I loved the audacity to make a NES game in a JAM, aesthetics and all; and I think this game hit the stop with the theme... but it break my heart when I realized that I was stucked too hahaha Great entry!
Oh, I know what you're talking about, @edugpinheiro ... It's (partially) the emulator's fault: some emulators cut the first and last few rows of pixels of the screen, because some CRT TVs did that as well. I forgot about it because the emulator I was using during development, Mesen, didn't do that.
Looks and plays great on my Twin Famicom! Cool to see more retro games in Ludum Dare. Very fitting to the theme.
You really nailed the "Nintendo Hard" vibe, for sure. ;) I especially love how this game had such a simple concept, and yet it was a premise that I had never really seen before. The adaptive music was also a super nice touch.
And the fact that you got all of this working on an NES is just absolutely bonkers to me. So cool!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/767497194?t=10h41m56s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
I think I had a perfect run without getting hit at all :)
At first I was annoyed because I couldn't tell what was good to hit and what was bad but it turned out everything was bad. That could maybe be more clear, but it was pretty easy to see so no problem really. Really impressive to see an NES game as I know development for NES is *not fun*. Thanks for sharing.
@bentglasstube I guess "fun" is relative, because I am having fun learning and making these NES games :)
(you may want to check my other ones at wendelscardua.itch.io)
> At first I was annoyed because I couldn’t tell what was good to hit and what was bad but it turned out everything was bad
Yeah, between the color choices and lack of in-game instructions I'm seeing why people miss that. I tried compensating by putting instructions in the description - and then by highlighting the important parts - but I guess the visuals strongly suggest that some things are good and others are bad.
This is something that I'll have to fix on a postjam version... There's a local one-game-a-month jam reusing the LD theme, and I intend to submit this game there as well.
Solid entry.
Welp, here it is!
https://www.youtube.com/watch?v=4z1c0j9U88U
Really impressive that this actually works on an actual NES. Absolutely love this.
(I was confused for a moment with your comment about "valid NES game" on a game that had nothing to do with it)
Heya! Thanks for submitting your game to my stream at [wwww.twitch.tv/drjavasaurus](twitch.tv/drjavasaurus). This really is a gem and it should receive EXTRA coolness point for being a valid NES game. In terms of gameplay it's whatever you can expect from a NES loop game, really cool you managed to overcome hardware limitations and as I said, the effort you put in it shouldn't go unnoticed. Fun game, great graphics, audio to match it and everything wrapped in a NES package. Lovely, simply great :)
At first, I felt it is too easy, but the complexity increased, culminating in intense laste seconds which turned in actual minutes of tries and fails. Very engaging - you want to get that timer to 0. Good job!
As for improvements... I understand that it is NES with all the limitations, but maybe it is possible to add some kind of feedback on collision with bugs and items? At first, I considered only bugs to be dangerous and other items to be some kind of power ups, until I've figured what is what... (I know, it is in the description, but who reads it these days?). Maybe some kind of blinking or shake would be suffice to show the negative effect.