[while'd] by Celuloide

[while'd] is a game about being stuck in a loop; a programming loop, a metaphysical loop, a mental loop, a job loop, a loop loop...

Help our friendly protagonist scape the multiple loops that torment him. Jump, run, dash and dodge away in order to reach your goal on each of the 5 levels. Or don't do anything if that's what you really need to do.

CONTROLS
- A/D for movement
- Space for jumping (and Space again for doublejumping)
- Mouse left for dashing
- If you really want to see the end of the game and feel stuck or frustrated, press F1 to skip levels (although the last level is not skipable)
- Feel free to press ALT + ENTER in order to switch to window mode where you will be able to resize the game, although keep in mind this can break the UI.
- Also [while'd] is not gamepad compatible
| Youtube | https://csempere.itch.io/whiled |
| Youtube | https://csempere.itch.io/whiled |
| Original URL | https://ldjam.com/events/ludum-dare/47/whiled |
Ratings
| Overall | 234th | 3.954⭐ | 100🧑⚖️ |
| Fun | 286th | 3.801⭐ | 100🧑⚖️ |
| Innovation | 170th | 3.948⭐ | 98🧑⚖️ |
| Theme | 115th | 4.242⭐ | 99🧑⚖️ |
| Graphics | 193th | 4.26⭐ | 100🧑⚖️ |
| Humor | 301th | 3.5⭐ | 93🧑⚖️ |
| Mood | 390th | 3.777⭐ | 96🧑⚖️ |
| Given | 32🗳️ | 48🗨️ |
Very small bug: In the first level, round 3, it says [< ^ <] on the top of the screen, but the rules are actually [< ^ >] I'm also having difficulty controlling the character in the last (endless loop) level, not sure if it's intentional or not, but fits the theme either way :laughing:
What I think could be improved: at first I didn't understand whether I had failed or succeeded. It becomes clear quickly, but more optical feedback would have been nice in addition to the comment line.
I also learned to dislike the screen showing the rules before the level starts: more than once I clicked to make it go away faster and accidentally dashed to my death as the level then actually began. It also feels like a punishment to sit through the start screen on every round, which again is probably intentional, but if it wasn't for that screen I wouldn't have pressed F1. Overall I think the game would be understandable without it.
Again, very good job, this is a well-produced entry!
Overall an excellent entry great stuff!
Other than that yeah! Fun and addictive puzzle-platformer game! The graphics are nice and the sound design is very pleasing! Good job!
My only complaint is that the player doesn't move with the platforms in one of the later loops - I found it really jarring. It made it really difficult because I expected the player to move with the platform.
Minor issue aside, this is a fantastic entry that scores high is all areas! One of the most creative interpretations of the theme I've played so far, well done!
I also don't understand why you don't use standard Unity controls and allow arrows plus WASD (W to jump), but that was only a minor annoyance. A far bigger annoyance is that I clicked to dismiss the intro screen once, and failed the no dashing rule, and once pressed space to dismiss and failed the jumping rule.
But:
-In the begining of the level, I didn't understand the fact we have to reach the second bracket... I thought I need to grab the cherry. And that took me 3 minutes to understand...
-The game is too harsh already on the second level... You should have done a lot of level, in order to increase the difficulty in the mean time the player understand how long is the dash, how react the movement, jump ect. I honestly quit the game on second level because it's to hard.
-It's frustrating to restart at the begining of the level, and not of the loop where we are. In the 2nd level, we I died a lot of time on 2nd loop, and have to do all over again the first loop (which is too easy, plus there's no need to make me do it over and over again since I know the solution)
Overall, it's nice tho, Music is good, graph is good, and it's a fun concept!
Also @everyone thank you guys for your feedback + comments!!! <3
The game is hard to grok. I guess a tutorial or some hints at the beginning could improve the learning curve.
vv
I had to skip the level with the enemies (with the 3rd condition was pretty tough), shame on me :(
But nice entry overall, liked it a lot :D
Some bugs? At one point, I could stand on the leftmost end of the collider even though my character was visibly not on the collider image. Maybe decrease the width of the colliders? Also, jumping from platform to platform on the while[alive] levels were kind of tedious because I had to try multiple times before I could land. It could also be my platforming incompetence..
Overall, fantastic and innovative entry :) Rooting for you!
Thanks again for your time!
Only would have wished for a intro skip function, or to not replay the introduction when you die. After failing a level too many times, it kinda gets on your nerves :D
The idea is pretty great and still have a lot of potential.
The visuals are awesome and everything totally fit together.
The soundeffects are also very nice touch to the game.
My only critics are, that I think it would feel better if you dont have to repeat the whole level, instead just repeat the current loop.
Good Job in general. Well Done
I really liked the Artstyle
It was annoying to redo the whole level after one Missstep.
The restart from level 3 or 2 to 1 is a bit tedious though.
No complaint about graphics and audio though. I especially liked the representation of the rules through icons.
A very creative and polished entry, amazing job!
I like the fact that the platforms don't make us move, it's unusual and therefore it's funny and interesting!
On the other hand, maybe it's detail, but I would like that if from the first level I fulfill the objectives of level 2 and 3 for example, it directly validates these levels, otherwise I just do the same thing again.
This brings me to the most important point for me: it's far too frustrating that when you lose you go back to the level you were at before! If only it was justified, but it's not! Please, when the player has fought for something, don't just take it away from him !!! For pity's sake! It's HORRIBLE! I know how to pass the pattern, but if I don't get it right the first time and then I'm so grounded! It's so sadistic... :pray:
And also, please, make it so that we can pass the ruler instruction screen faster, because when we start 10x again, (100x!) I'm so excited to be able to pass this screen that almost ends up making fun of me!
And the edge of the platforms that collide from underneath... the edge of the platforms... THE +°%µ+°µ%µ%+µ%+µ% EDGE OF THE PLATFORMS !? Why is it colliding from underneath when the middle doesn't collide ? aaaaaaaaahhhhh I almost pulled my hair out because of this platform edge in the spikes level!!! :cry:
In addition to the rules, I really liked the atmosphere, the music, the graphics, everything works well together. I love it!
On the other hand... I LOVED THE END !!! I finished the game without using "F1", so I crapped like crazy. I think it would be really better not to restart the whole level, it doesn't make any sense, please do an update, it's too bad you're going to scare away so many players! Because the end is really worth the detour! :D I love this kind of thing in video games, it makes me think clearly about the game "DATA WING" on mobile, I strongly advise you to play it if you don't know it.
And also it reminds me a bit of the "game" we did with my friends for this Jam :smirk: , I'll let you go and test it if you feel like it. :wink:
Thanks again and Bravo ! :grin:
I dont know why, but this game reminds me some practices on codingame.com :laughing:
PS: I can't see how anyone can pass the last condition of the 4th screen D: xD
Mechanics are really cool, but the difficulty can be a bit punishing at times, particularly when you have to start a level all over again rather than retrying the set of rules. The skipping helps though!
All in all it holds together really well :smile:
@matlab thank you for your elaborated feedback!!! as pointed, definitively gonna update the game after the Jam so it feels a bit more approachable and polished. Also I'm really glad you liked the ending!
it's neither funny in terms of gameplay/flow, nor interesting in terms of context/game universe, so for me it's just not worth it.
Once that's removed (and added the ability to restart instantly) I think the game will become much more encouraging and punchy, it will make you want to improve yourself to face challenges, it's definitely something that should please die&retry platformers fans like Super Meat Boy, Celeste, VVVVVVV players! :smiley:
@superunknown @matlab thanks guys for adding more context and details to your feedback, definitively gonna adjust that part of the game. I don't want to just remove the sense of punishment but I agree that moving the player backwards everytime he/she fails is too much. I'm thinking a fair thing to do would be moving the user back to the rule he/she actually broke, so if the player ignores the second rule, then the game will make him/her redo the level FROM the second rule (and the same with the third and the first rule). Hope something like this hits a middle ground!
Thank you again for your time!
the while statement shouldn't take seconds. Also I think if you die it should restart the same while not start the level all over again , these two things made it more frustrating
than necessary. The trext with the IDE highlighting colors which were also in the level colors were a nice touch. The music was good for this type of game.
Overall I was super excited about the idea but became a bit frustrated when actually playing the game. If you remove some of that frustration and expand the type of puzzles a bit I think it would be a nice game.
@savvy-community thank you so much!! <3
@zeonblue Sorry :( as a tip: ignore the cherry in the first screen!
Others already mentioned the same pain points I encountered - the unskippable intro on each level and the fact that upon death it restarts to the first set of the current level, rather than whatever you were on.
Great submission!
good game ! green thumb
continue as her