Skip to main content

The Power of Pride Bundle 2026 — $10 PWYC Edition
On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Extremely polished for a jam game - The visual feedback on enemies, the slot machine (gun) mechanic and the clean movement and UI really wrapped this game in a nice way. Very cool "spin" on the theme, I can see this easily developing into a proper release some day! 

The idea is great and of course with any type of roguelike game in a game jam, some balancing is bound to require adjustments. Some feedback I have:

- Since coins dropped by enemies are automatically drawn towards and collected by the player, it can get visually confusing when some enemies fire projectiles in a crowded room since the coins and projectiles look alike, maybe the player collects all coins in a room only once it's cleared (unless they walk over them of course).

- The dodge roll mechanic is a nice but way too abusable since its cooldown is nearly neglegible. I could practically spam it in between shots. Maybe a shorter cooldown with a potential UI indicator to show when it's ready again.

- Enemies have very high base health it feels like, even before they scale up, I was on a floor with enemies that started at half their hp and it was still taking a while to clear singular rooms with many gun upgrades.

- The slot machine gun mechanic is great but since we are able to reload any time, there is no exact tradeoff with it. I can just reroll until I get a decent combo of perks. I understand it is balanced by a limit ammo amount and the fact that you can't sit still and reload while enemies are after you. However, it didn't feel like an actual risk/reward mechanic, maybe you could force the player to use the gun they rolled OR pay a small gold fee to force it to reload (and reroll) into a new combo - this could introduce interesting thought processes depending on the current guns ammo, current gold, etc.

- Maybe it's just me but I got way too many cherry upgrades when I would appreciate more damage, especially with the tanky enemies.

Overall, great job - the style, core mechanic, and feel of the game really compliment eachother well!

(1 edit) (+1)

Thank you so much for playing and all the amazing feedback :D I do tend to playtest my game a little too much so a lot of things like the high health I just ended up getting used to. Same goes with the coins, I had focused on polishing the game and making it juicy without thinking of how it would affect the gameplay!

For the reload, I did add a mechanic where you can only reload 3 times before you would have to collect reload tokens to reload more, but 3 definitely ended up being a little too forgiving and took away most of the challenge of the random slots.

I genuinely have no excuses for the dodge roll I completely forgot to add a cooldown... Should be a simple fix though xD

Again, thank you so much for the feedback, this will be a great help if this ever expands into a proper release! Also, I do have a little time before the game files are locked so I may have time to fix some of these issues :)

EDIT: The update is out, thanks for the help!