Had a lot of fun not getting a Burnout. Would have loved to have a ending credit or something but hey, work was over so i understand :D A nice and very serious game with great art and music
Almostpurrfect
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Very serious agenda! And that in such a amazingly goofy artytlyle, the shopkeeper and enemy are incredible xD
Like the idea of the wheel-spin by a power-bar alot. It gives somewhat of control and cancelles the "luck only" that is a stigmata of the wheel of fortune trope.. a problem I do have in my game.
very great job! :3
Really liked the style and theme :3
The gameplay is engaging and fun, nothing to add here except the "spinning" part as a mechanic itself could have been a tad more taken into account.. the movement was very crisp so i forgot that im a spinning ball sometimes maybe through more velocity.. that would be only a little tweak on a very polished game, amazing job!
Theres a concept, but lots of player aid that is needed is still missing. I do think the "spin the wheel" button is active sometimes even though it should not.. i kinda stumbled around until i finally won the first match xD
The cards look nice, happily will play this game again if you have the time to add the missing necessitys :)
i liked the revolver and the different bullets and enemys.. an the monsters are cute c:
What i would take from games like vampire survivors is to spawn the already existing enemys anew if the playing field is that vast. As it is right now, i could almost infinitely just walk away until the timer is up to spam shoot in one direction to win
Very cool idea and approach! The stylis is amazing too. I was a bit too stupid to make it spin at first but then it was amazing. One thing: it feels like a waste to go look at the upgrade table, it would be cool if the table keeps the velocity so that one can upgrade and get right back to it if they were fast enough
Some interesting things happen here, all in all a great approach! Sadly I did not manage to get past the bear before my patience ran out. Some things that were the cause:
- No Indicators what the enemy does
- if the numbers in the Cards have meaning, it would make sense to also show the numbers of the health bar
- maybe that comes later, bu ti could not upgrade my wheel in any way
- unrelated: Why do we have the wheel? So much and a very epic story but no reason spun in to while i spin to attack or shield myself xD
I really liked the mechanics and style.
Would enjoy having the Doors being drawn out more or otherwisely shown as "place to go to", but that might be because I get myself lost alot in general in First person games.
I already told you about the Escape Key in Discord, would love to also be able to adjust the mouse sensitivity, but these are all little things of course. The game itself is already amazingly good for this short time period, keep it up <3
Thank you so much! MonoGame is a very neat framework worth checking out, I highly recommend it especially if you are familiar with .NET!
Yeah, did not touch the movement once my artist said they love how it moonwalks, so I just let it be and focussed on other things. But I will definitely correct the walking speed there and adjust the movement of the enemies accordingly once I have refactored this mess :3
Heh lucky you (reset button exists though :p )
I tried quite a lot to prevent that in the last hours before publishing, those random obstacles gave me lots of headaches I gotta rewrite alot in that department if I want to continue developing this.
Yeah that jackpot reroll is quite the troll.. I thought about adding mean laughter from the rat when it comes but this has a purpose: it is so that you can see the goal from the get go but can't just reset until you hit it.
Thank you so much for playing and your kind words! :3
