Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I like the concept, but there's a lot of things that I think could be done better:
most of the bosses feel samey, maybe in the final day you could have added more pegs that do different things?

Like, for the ice boss, maybe the peg slows down your cursor?

Or for the eye its like red light green light?

Or for death you have to click the failure pegs?

Just some ideas.

I like that theres different types of reaction tests, but again, those that use those are samey. I also dont see the purpose of having multiple pegs to hit, when you can only hit one, and the failure pegs are pointless, as who is going to hit them?

I personally, didn't like the music, the lyrics took me out of it, thats just a me thing though.

Otherwise, a good game!

That was the original idea! The original first boss was a turtle, and it could slow your dial at will, making you have to anticipate a possible slow down.

After some play testing we determined it would take too long to implement unique features of each boss in time for the end of the jam.

The multiple pegs are an artifact of the way it's programmed. The game tries to anticipate if it can place a target within a certain amount based on the dial speed. I am doing some calculations to justify at least a 0.1s reaction time guarantee. This means when the game identifies that a failure zone has to exist, it will split the pegs. On rings that have multiple pegs without a failure zone between them, you can hit either. I agree that it is a redundancy but in the best interest of time I decided not to rework the placement of targets. It was worth more to me to increase the game feel rather than fix bugs that were really just visual inconsistencies.

Thank you for playing! I hope you enjoyed it!