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(+2)

Interesting idea for a game. As someone mentioned here, energy is either depleting too fast or cranking it gives you too little energy, and when you try to spin, it's not fast and it gets like stuck, so you have to do it slowly which doesn't get you that much energy. Maybe I missed it, but if the cursor is not important, I think it would be better to remove it since the arm is almost like a cursor, so it is not much needed. A sensitivity slider would also be a great feature since I'm sure it worked well on your end, but it's harder to predict the mouse sensitivity for everyone else. But it has great visuals and has really good potential if worked on more. But in the limited time you had, this is pretty good. 

(+1)

Thanks for the feedback

I'm not sure if this is the issue, but the crank only works if you spin it counter clockwise. I figured the base regen was good enough but it seems I just got really used to how it works, cause I didn't really have any issues with it.

The cursor was simply just a way for me to indicate that the left mouse button is the interact key, as well as serving as a spot to put interact indiactor texts (plus I really like making custom cursors lol)

Sorry about the sensitivity. I wish I had time to implement a settings menu

Thanks again for the feedback, I really appreciate it :)

(+1)

Yep it was the way I was cranking it. I was doing a clockwise crank. Played it again and now that i know its counter clockwise its so much more fun and nice. The base regen is okay now yeah. Good to know there are also buffs and debuffs :)

(+1)

Shame I forgot to add any indiactors to let the player know that it only works counter clockwise. I was literally thinking about it and I just forgot lmao