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(1 edit)

Hello! I ran through your game a few times and I have some feedback!

  • It was not super clear to me that the timer is seconds : milliseconds : microseconds (I  assume), A couple times when I didn't spin much and got over a second I was like "there's no way that was a minute, is the timer broken", but I eventually figured it out.
  • Really cool concept having to balance the timer and your control level!
  • Course 2 seems harder than course 3 to me, from a standpoint of what qualifies as platinum/gold/silver/bronze. Could just be me!
  • I played all the courses several times and I did not realize the blue texture on level 3 is ice that makes you slide until going back for testing while writing this comment. I thought it was just the control level from spinning.
  • From a graphical standpoint the level of detail in the spritework seems a bit inconsistent. Geordie and the dirt texture both look fantastic! The grass texture looks really simple in comparison. Makes the game look a bit inconsistent, imo. Probably just a time crunch thing though, I know I ran out of time to finish all the animations in my game.
  • I appreciate the controller support!

Overall really cool idea! I hope this feedback doesn't come off as rude, I'm trying to be constructive!

These are my high scores:


Have a wonderful day and good luck in the Game Jam!

Not rude at all! The feedback is greatly appreciated - to address a couple of your points:

  • The timer is in fact in minutes:seconds.milliseconds - time actually moves faster for lower spin counts in the spin minigame. A common theme I've seen in a few comments is that the relationship between spins and the time tick rate coul have been clearer.
  • Interesting point I hadn't considered on the ice. Probably could have been addressed if we started the player off of the ice and then had them step onto it - likely would have made the difference easier to notice.