I give you some points for the honesty of your use of AI, but I certainly do not agree with it. Ignoring the AI use, the best thing it has going for it is the concept, everyone loves beyblades. The visuals aren't terrible, and the audio suffices, but the art isn't polished enough to call them finished. Especially considering all of that time saved by using AI. There are no shortcuts to producing meaningful art.
Aejjee
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Nice work, everything that is in the game is polished; excellent visuals, good audio, not buggy from what I could tell. It just needed a little more time for interesting puzzles to be made and it seems that there were plans to use other types of gears than the 2 that are used. But that's one of the tough parts of making a puzzle game.
Loved what you did here!
Thank you so much for the thoughtful review!
My goal with the gameplay was to convey how it feels to do everyday tasks with OCD. (I have a little OCD but not as bad as many others) A lot of people confuse OCD in the colloquial vernacular by taking it to mean someone who is really careful with details and is precise. In reality, at least with me, OCD manifests as "compulsions" where an intrusive thought will say something like "you need to step on that tile or you'll die". It makes just going through normal tasks that other people don't even think about, like walking out the door, difficult. Instead of just walking out the door, it's "I have to flip the lightswitch 4 times before walking out or someone will break in."
I tried to capture that as best as possible with the arrows being like a person going through their life normally, which wouldn't be too hard on its own, but becomes a lot more complex with these tedious compulsions added in.
Also, I agree with you on the text, it's absolutely illegible lol. Our artist didn't make any art and bailed on us, so I was a bit crunched trying to make a good art style while making the gameplay, and I didn't have time to fix that. Thank you again for the kind words!
When I was a little kid, I had a goldfish and it only lived for like 2-4 years, I can't remember exactly. But now I feel like an absolute monster because how bad was my care to cause him to die that fast? Granted I was a child probably less than 6 or 7, but it's sad and I feel bad for that fish now.
Your artwork and storytelling are amazing, though! Thank you for this experience.
"It took a bit of patience, but I was able to beat the game." That's funny because I just deleted the last level out of frustration haha (I'm classifying that as a bug fix because it should've never existed and nobody should have to suffer through that). The fact that you beat the game is extremely impressive because I've only managed to get those stupid round rocks to stay twice on the last level and I know what the collisions look like.
"I flung myself off the peak..." LOL, yeah I was going to model in some scenery neighboring mountains but I just didn't have enough time. And as for the monk I think after the jam I will add a monk voice volume slider bc that does get annoying.
Thank you so much for playing!
Oh my god this is really good! The movement is so smooth. I spent much longer on the first level than I was probably supposed to just trying to do the corridors at full speed because of how fun it is to cancel your velocity around corners. The artwork is very well done as well. Overall fantastic job!
pov me freaking out over how good this is:

That was fun! I hoisted everyone up but it didn't matter because I can just spam the cannon. There should be some sort of cooldown or consequence to firing the cannon (unless there is and I am just unaware). Otherwise, amazing job on the art, and the mechanics are interesting! Thanks for the cool pirate game!









