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Anarkion

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A member registered 44 days ago · View creator page →

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Haha, fair, but the initial idea(and the one I'll be implementing in a future bigger project) is even more complicated. 

But because of the tight time limits, I had to cut a lot and simplify as much as I can... 

This is why it feels interesting, but not polished and complicated, my apologies on that...

Thanks for playing!

Thanks for the clue!

Just tried other buttons, pretty good idea and nice arts! 

I would only advice you(if I may) to make the buttons more visible, cause I saw the aim button, but the bottom buttons left completely unseen by me, that is why I didn't try them on the first go! Maybe give them a light outline, or just make them lighter to contrast with the darker ground?

Anyway, interesting idea, and nice job on the implementation!

Hi @SuperDiving 

I finished the game, passed the silent Serious boss and got out! ;)

Yes, some polish needed, but the game is already in a pretty good shape, nice job!

Wow — I just played it, and it's kind of addictive! Simplistic art style, interesting (if not always obvious) mechanics. A few things I noticed:

  1. Item manipulation is a bit wonky — sometimes the angle and the distance to grab a spinner or cog felt weird, and a couple of times a cog flew off the map, then magically reappeared where I'd tried to place it, XD.
  2. Sounds: clear and understandable! But the game opens in complete silence, so I assumed there was no audio — then the door-open sound hit and I nearly jumped out of my chair. 😄 Maybe a little ambient hum or music from the start?
  3. Combat felt a touch off — the attack is slow, so the fight became "judge the sweep, back off, click, run in, hope you connect," which has a certain charm. But enemies keep moving and attacking for a couple seconds after a hit lands, so I couldn't tell if I'd actually killed them. A clearer hit/death reaction would help that read.

And the most confusing part: who am I, what am I doing, and why am I stealing a cog from a maze-cog-company? XD A line or two of setup would go a long way.

Overall genuinely cool — needs some polish, but a neat one!

Hey @tim5322! Just played your updated game — it's fun! I love the art style, especially the main character: how he scratches his back and reacts to direction changes when you roll is a great touch.

The one thing that confused me was reaching the end. First run, I spent all my time collecting chips and ran out of time. Second run, I focused on finding the finish while grabbing chips along the way — got maybe 10-15 chips and found the "Gambling room," but I couldn't figure out how to actually gamble. Not sure if I had to press something specific, collect all the coins first, or what — nothing happened, the timer ran out, and I lost again. (It felt like the chips and the exit were pulling me in two directions with not quite enough time for both — clarifying which is the priority, or giving a bit more time, would make the goal click.)

Maybe a slightly longer timer would help (more room to collect), or a small prompt in the gambling room showing what to press? 

Either way, nice work — the character's got real charm!

Very cute art! 

I had trouble figuring out the goal, though — am I a tornado destroying buildings, or am I supposed to avoid destroying them and catch the rockets? And the meter was clearly tracking something, but I couldn't tell if it was my HP or a destruction score. A line of intro text or a goal prompt would help a lot.

I did manage to clear level 1 and started wrecking level 2, but then hit a crash that closed the game: Unable to find instance for object index 14 / oManager Step Event (GameMaker error — looks like it's referencing an object that no longer exists). It happened right as level 2 began.

Cute concept with potential — just needs clearer goals and that crash fixed!

Hey @tim5322! I grabbed the Windows build from your linked page — heads up that judges may only rate the officially submitted entry, so it might be worth checking the jam rules on whether an external link counts. 

That said, I tried it to give feedback: it has the exe and pck, but throws ".NET assemblies not found," looking for a data_Spin to win_windows_x86_64 folder next to the exe. C# Godot exports need that extra data folder (the .NET runtime files) alongside the exe and pck — looks like it didn't make it into the zip. 

I couldn't play, so I won't rate, but hopefully this helps you get a working build up! 

Happy to retest if you re-upload.

A spinning soldier attacked by other soldiers is an unexpected concept — very creative! I honestly didn't understand the controls and got killed a couple of times while hunting for a shoot key, XD — eventually I realized it's the aim button in the right corner, started spamming it, and won!

One bug though: on the results screen there was a "Next level" button, and when I clicked it the only thing that changed was I started hearing game sounds in the background — but the screen stayed on the results, nothing visible loaded. Same with "Home" buttons; it seem to trigger something audio-wise but nothing changes on the UI.

Not bad overall, with room to improve! Nice work.

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Hello!

I couldn't run the game — Windows showed "This app can't run on your PC. To find a version for your PC, check with the software publisher"

 I won't rate this one, since it'd be unfair to score it low just for not starting — but flagging it so you can fix it!

I'm on Windows 11 Pro, 64-bit — happy to share more if it helps. Hope you get it sorted!

Thank you makseen for the review, glad you liked it!

This one is a combination of me learning pixel art, the Godot engine, and how games are made in general. My time was pretty limited, so some things aren't as polished as I'd like — but mostly this mini-game was me learning and testing some mechanics I had in my head. 

I've got bigger game concepts brewing that'll probably reuse some of what I built here. 

Thanks again, and great job to you too! Cheers!

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Hello @bl0p_bop !

Thank you for the review, and yeah, my bad, I forgot to update the controls label after I changed the keys. Fixed now!

And fair point on the clarity — the goal is to survive the waves, then beat the world-spinning orca boss. It could definitely use clearer signposting; noted for next time.

Cheers!

Veeeery serious!

Interesting idea, very simple, nice and simple assets. Sorry for breaking the centrifuge... 

Interesting concept, a bit klanky, but the graphics reminded me of the old Doom and Wolfenstein games, cool!

Though sometimes I saw a message with no text, just a dot in it ".", not sure if that is by design. And also first time I played - I faced a weird behavior, I had 1200 gold(around that amount), faced my first eye-faced, and after giving him around 50 gold - I received like a gameOver message saying I didn't get enough money to feed my family, not sure why. And when I clicked restart, it kind of continue from the same spot I stopped on so I continue playing.

Overall, fun concept, simple but catchy, need a bit of polishing, interesting!

That's some cute game!
I truly adore the art style and the simplistic concept! Bring some nostalgia :)
Spinning mechanics is nice. Audio reminded me of a Sims times, which is also very nice!
The only thing I felt should be there is some classes difference(based on the character selection screen), but it was only visuals, that is why 4/5 on the Enjoyment part.

But NO SERIOUSNESS :(

20/25 points

Hi @Story_Man! Thanks for the review — absolutely fair! I'd hoped to add sound in the 24h bug-fix window... and I did it, hehe! 🐧I also fixed the bug you hit — the penguin stopped shooting because the whale's projectiles were accidentally hitting itself! That's patched now, so the fight actually ends. (Also worth knowing: the pan only auto-fires when an enemy's in range, so you may need to get closer to the whale to start shooting. 😉)

No worries about the score — I'm not chasing a win, just didn't want my conscience eaten alive by that soundless version XD. If you ever feel like another spin, it'd be hugely appreciated. Cheers!