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A member registered Jul 20, 2016 · View creator page →

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super cute game! a little hard on the wrist, but had to commit xd. congrats on the submission!


im super impressed with how cohesive the vision of the game is! i can't imagine the amount of diligence and discipline it would take to have this large of a development work on a singular idea within a short amount of time and absolutely nailing it! i love the wario-ware inspirations here, in both the gameplay and the presentation! the game really takes advantage of the amount artists through the many similar but different rendering styles found in each of the sections in the game with none of it feeling out of place, phenomenal art direction! the sound design and the voice acting were also so fun to hear as well, its super playful! the story and narrative bits had me chuckling constantly, presenting the messages that the game wants to express in a very fun way! the gameplay was super cool, all the minigames had their own special charm to them and each of the levels were fun to navigate through! again, really impressed how tightly designed and well-made this game given the team size and the deadline, kudos to the project managers and all the team members that made this possible! congrats on the submission!


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mad impressive to be able to make a game like this with no engine or editor under the amount of time we were given, thats so cool, especially given the amount of functionality the game has! i was admittedly lost at first, but was able to get my footing after reading the controls. it was fun flinging my spinning ship around the map with H and K xd. i do feel that the enemies were a bit tanky at times, lower hp enemies could probably help quicken the pace of the game and get to the difficult parts (ie. the boss) faster! i also love the visuals for the game, very asteroids inspired! especially love the visualization of the bullets when you're spinning, its so visually satifisying seeing the colors spread throughout the screen, filling the darkness of space with color! congrats on the submission!


nice work here guys! love the story and lore that was put together, the midieval tales between levels with the rhyming schemes were an especially fun read! like other comments mentioned, i like the combat but the green goblin guys were really difficult to defeat, which made me run away from them most of the time. the art is really fun, love how the playable knight is a top and spins around as a walk animation, thats was a fun touch! overall, had fun going through all the levels! congrats on the submission!

this is such a sick entry! a homage and celebration of games made for the jam is such a sweet sentiment! i wish i saw the post earlier, but this is such a kind gesture and allows for a lot games to be spotlighted through here! thank you so much for making this!

np np, i see a fun a game, i play it xd. if you're planning to make improvements on the game, then i should mention the method i got a highscore in since its a bit exploitable.

i think you did a really good job on having a lot of danger areas which require you to constantly keep moving and not stay in one place, though there is a relatively safe-ish spot if the player is comfortable with dodging within smaller spaces and that is the bottom left and right corners. mostly during the 40-50 second mark, when the level becomes a bit too hectic i usually default to going over there and just short hopping the cannon balls that come my way. my player is immediately next to one of the cannons so i can easily see when they're about to shoot, so all i'd need to do is watch out for the other cannon ball coming from the other side of the level. the saws going vertically up and down the walls are small enough to allow the player to not have to move out of the corners when they come near, so i mostly just need to be careful about the positioning of everything. i wouldn't say this is necessarily an exploit or a bad thing to have, it still is difficult to consistently survive and spikes do spawn at the corners eventually, but it is a safer spot to be in compared to other places in the map, with most of the game taking place there like 70% of the run. though yeah this is just an opinion of someone that got a little to into the game xd. this might not even matter depending on if you add some mechanics that change how the player engages with the game (i saw some comments about using the bazooka to attack things), but thought i'd point out just in case!

but yeah, now im bracing for my highscore to get beaten any day now lol.

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this is insanely addicting! i love the simplicity in its design and how quickly things ramp up. the longer i played, the more i appreciated how the obstacles interact with the player in terms of forcing the player in doing certain decisions. at first i didn't really feel the need to use the bazooka, but as i kept playing it became a pretty nice lifeline to have if i was in a tight spot! i also love the art of the game a lot, though one point feedback is that i think the a lot of the obstacles share similar colors thus blending both into itself and the background (especially the sawblades and cannon balls from the wall guns). maybe having them be more differentiating might help with readability, though i do like the color palette you're going for with the aesthetic so maybe a simple red color outline might also work?

got pretty into playing the game, wanted to avenge my partner phyrion but kinda inadverdantly found a meta strat xd. ggs and congrats on the submission!

this game is so cute! i love the presentation of the game so much, the art, music, and the wendell reaction lines are all so playful, i was grinning from ear to ear! the levels were also really fun to engage with, trying to find the right sequence of rotations to get wendell to where they want to be was fun! there were points were i found it a bit difficult to navigate as it felt like the surfaces were pulling wendell back to it regardless of the current rotation, but yeah slowing down a bit more and zooming out using the camera made it a lot easier to handle. thank you for sharing this wonderful little creature, congrats on the submission!


this game is so sick! i was a fan of the beyblade ds games and this game has emulated what makes that game feel so fun to play! the way the top moves, the weight/knockback on collision, the visuals, and the audio feedback all come together to create an extremely satisfying game feel, chefs kiss! i also really love the enemy behavior variety and the bosses, a lot of them interact so well with each other and makes them fun to play against. also the coin fun continue option is a super funny gimmick, i popped off everytime! could easily see myself paying for a game like this, congrats on the submission!


short but sweet, i loved it! it was a fun incremental game that gradually modifies the gameplay as you proceed! the art and music were also very cute, it added to the vibes of the game. the upgrade descriptions were the heart of it all, very fun writing that made me chuckle everytime! congrats on the submission!

this was such a cool experience to go through! the fantasy delivered here feels super concentrated, aiming to express a specific vision and nailing it effortlessly. while going through games in the jam, i was constantly unsure on how to judge the seriousness of a game and what would constitute a 5 for it. this game defined that for me (or at least defined part of it, i know seriousness in irony/jest is another to go about it xd). the game immediately sets the tone in the beginning, deltarune-style, which immediately got me invested. the puzzles that came after were super clever and engaging, i loved having to use different character abilities to get through certain sections of the game. the multi-faceted interpretation of the spin theme is also really cool too, from the literal core mechanic to the name and the circle of life. the game just feels so thoroughly designed, it was really cool to see! one thing that was a bit frustrating was the spin mechanic itself, which was a bit tedious engage with despite being integral to the theming of the game. even by adding a manual stop, it still is kind of difficult to land on the character you need. but yeah, outside of that, this game is incredible and a cool entry to the jam! congrats on the submission!

thanks for sharing an amazing collection of music! i used a track here in a previous jam a year ago and the collection left an impression on me so when i participated in another jam your music was the first thing that came to mind! we used one of the tracks from Sketchbook 2025 Q4 for our game jam submission: https://phiryon.itch.io/ball-x-chain-a-platformer

thanks again!

yoooo, fun game! love the concept of rolling for varying characterstics in the level that the player is about to play in, though honestly i was hoping for higher values since the faster game speeds means that the frog goes past the obstacles faster. since the frog hitbox is so huge, its more advantageous to have higher game speeds than it being slower and for the frog to be at danger of hitting the obstacle for a longer period of time (don't know if that was the intent though). the art is very fun and playful, i love the frog sprite a lot! honestly, the asteroids in the third level was very hard to see, it would be nice if they had outlines on them for better visibility! but yeah, overall had a great time going through it, congrats on the submission!


thanks so much, that means a lot! i composed the shots and transitions after phiryon gave the general direction and idea for the main menu, but we both knew we wanted to have some cool edge hanging shot on the building when we locked in the aesthetic. i like to take photos but more as a hobbyist if anything (mostly just on my phone), but i do think photography and composition is always so cool to see in visual media ands its definitely something i want to learn more about!

nice work on the game! it's got a lot of the nice sort of scaling upgrades you'd expect from a horde-survivor game (or rather risk of rain which you reference in the title xd). the upgrade ideas are fun, its just needs some more feedback and visual indicators for how far the sword swing and spin upgrades go + some other things like how much area the explosion upgrade covers. the maps look pretty neat visually, but due to the nature of wanting to charge the teleporter, most of the map gets left unexplored. risk of rain 2 incentivizes this by adding collectibles across map, but yeah thats a whole other mechanic to add for a game jam so i get it xd. i think it would still functionally work if the map was a smaller box, something like brotato maybe? but yeah took a couple of tries to beat the level 4 boss, but i managed to do so and then immediately die after looping back to the first level since i was low xd. was fun to go through, congrats on the submission!


very unique concept! at first i had a hard time understanding a lot of what to do in the game, but got there eventually xd. i think there was a lot of info dump in the beginning that overwhelmed me personally. but other than that, i haven't played a game like this in the jam yet, its a really sick idea and interpretation of the theme! the way you juggle around the various process you do in the game has a fun rhythm to it. congrats on the submission!

yoooo, thanks for playing!

very fun idea, love the dedication to contextualizing the gameplay with a full story! the cutscenes were very fun to watch and had me smiling everytime one came up (got both endings)! i was a bit confused on what i needed to do at first and how i won the game, maybe some progress bar would help in that regard, but i like using the idea of utilizing the asteroids as your own weapons, it was fun to spin a lot of them at once xd. congrats on the submission!

this was such a nice brain teaser! the winding mechanic feels super fun to play around once i got the hang of how the rules work.  i admittedly spent a bit too long beating the first level than i'd like to admit xd. i feel that the biggest hurdle understanding that rules was what contexts/actions execute on a loop every X amount of turns and what contexts/actions execute only on turn X. i think having an indicator to distinguish between actions that run on a loop or on a specific turn would improve readability! it can maybe be distinguished by the winding key color, which can already be seen by the grey winding key on the fixed punching robots, since their behavior runs on a loop every X turns, so maybe looping actions are grey winding keys while action on X turn would be a gold winding key? but yeah once i figured out the rules, things went pretty smoothly with a good amount of ramp of difficulty and a nice variety of different mechanics introduced! the art and audio are also really  nice and add to the games vibes. the limited color palette and the audio feedback really helps feeding information to the player while not being distracting to the senses! super fun to go through all the levels, had a blast with this one! congrats on the submission!


this game feels so good to play! the game looks visually stunning with its crisp pixel art and its limited palette. everything just feels so franetic with how everything is animated, each new boss was so fun to look at! the bosses were also really fun to fight against, each one being so well-designed, its seriously impressive given the time constraints of the jam. the first boss i felt was the most difficult, and i think their moveset is a bit unforgiving given that the player character does have a limited amount of control and options with their movement. their slashes and swings especially felt a bit too quick (not impossible to react, just hard given you can only move away or slam down fast), some larger windows for telegraphing could be neat, but yeah still really fun to fight against! this was such a cool game to go through, had a lot of fun with this one! congrats on the submission!


the world honestly needs more 3d collectathons and this ABSOLUTELY delivers! i'm floored by the level of quality and care packed inside of this. i can't even imagine the amount of lost sleep it took to manifest a game as large as this given a short amount of time xd. the level design is incredible and really emphasizes the sense of scale relative to your cute little bug character. it also has a lot of fun secrets to find nestled within the cracks of each area. the visuals and audio just adds to the sense of wonder in this super neat world. i haven't played super kiwi 64 yet, but a lot of the game's presentation and design really felt like The Big Catch: Tacklebox, which is super high praise! the movement in the game is also really fun to just play around with and feels really nice! the level design really eases the player in feeling comfortable with the controls but doesn't hold back punches in terms of the harder sections in the game. the only big criticism i have with the game right now is that the camera clips through terrain, which made a few platforming sections hard to navigate since the camera would clip through a wall or object and sometimes the camera would be far enough to capture the front-faces of outside geometry from other objects which would completely obscure vision. the player could circumvent it by positioning the camera in a certain way, but it was a bit awkward to navigate with, especially during one of the brief tower climbing vertical sections near the final part of the game. other than that, this game rules! unfortunately wasn't able to completely suit up my guy, but still had a blast going through this. congrats on the submission!

thank you for sharing this truly epic creature. this game is so cute, both visually and conceptually! i love how everything is rendered, the paper mario stylization really adds to the vibes of the game. the way that everything bounces and reacts too just makes everything feel so alive and active, its really cool to see! its also very nice to include additional ways of spinning the dog to help with accessibility. loved this to bits, congrats on the submission!

this game rules, such a fun interpretation of the theme! its simple but has its own level of challenge that gradually builds up at a very nice pace as more mechanics get introduced.  its got that What the Golf type of playfulness and whimsey that just made each level a joy to go through. the aesthetics and audio also are really well done and mesh together to make a really nice and calming atmosphere. this was a blast to go through, congrats on the submission!


i need a full version of this game NOW! it takes a simple and singular mechanic and goes to the moon with it!everything from the combat, the enemy debuffs, and even the menus interface with this spinning mechanic, which makes everything feel so cohesive with each other! the gameplay is so cleverly designed around its core feature and creates actives and passives that allow for a lot of cool and interesting builds that you just wouldn't expect to come from a game that was made within a short amount of time, its incredible! and that's just one part of the whole package, the presentation of this game oozes with style. the visuals and audio are stunning and add so much to the identity of this game. seriuosly impressive stuff. one thing that would be a nice QoL feature to have would be to add some sort of visual distinction between regular enemy attacks and special enemy attacks that add debuffs, just so that it allows the player to better keep track of what attacks to prioritize dealing with, especially at higher speeds.

this truly was a spin to win game, definitely coming back to play this one later. congrats on the submission!


i haven't seen the story of the show this game was inspired by, but damn does this game sell its narrative extremely well. that feeling of claustraphobia and monotany while performaning mundane tasks in an enclosed space is really felt in the game, especially with the tactile nature of how the player interfaces with the mechanics (ie. interacting with the phone dial, grabbing and throwing objects one by one, etc). super cool aesthetic too that further adds to its eerie atmosphere. however, the effect that plays when you're losing money was unfortunately really nausesating personally and it made feel pretty dizzy everytime it happened :(. though i ultimately pushed through because i invested in how things would progress and it was worth it! congrats on the submission!

oh man, this was a super cute submission! everything from the idea to the presentation is so playful, it was very fun to go through! congrats on the submission!

wow, what a game! it has the same addicting game juice that something like an incremental game would have. i love how the game snowballs as you collect more of the balls into your katamari, with the player constantly getting more balls the longer you play the game. i was wondering why the upgrades were cheaper and why there were so few of them until i got a run where it was running at like 2 frames per second xd. overall, a short but super sweet game! congrats on the submission!


nice interpretation of the theme! it was a bit difficult to understand how to fully control the plane first (though im kinda just bad at understanding quaternions and rotations xd), but once i got the hang of it, it was fun constantly trying to counter-act the spin of the plane! though once you get to that point the rest of the game feels like a game of rng whether an asteroid lands on you or not, especially since the game doesn't penalize you for staying high up in the air away from the buildings. having the player be forced to navigate around the buildings i think would fix that issue, maybe through adding something like collectible objects you need to collect around the map. regardless, had a fun time with this one, congrats on the submission! 

nice interpretation of the theme! it was a bit difficult to understand how to fully control the plane first (though im kinda just bad at understanding quaternions and rotations xd), but once i got the hang of it, it was fun constantly trying to counter-act the spin of the plane! though once you get to that point the rest of the game feels like a game of rng whether an asteroid lands on you or not, especially since the game doesn't penalize you for staying high up in the air away from the buildings. having the player be forced to navigate around the buildings i think would fix that issue, maybe through adding something like collectible objects you need to collect around the map. regardless, had a fun time with this one, congrats on the submission! 

had a lot of fun with this one! it felt like a really cool immersive sim where you solve moment to moment threats with the spells that you gain from the recharge spin wheel. some spells were more often preferable than others, but i felt like the spells were diverse enough utility-wise to cover most scenarios (except flying enemies which were the most difficult to deal with imo). i really love how some of the powerful spells stay pesistent as hazards on the map, really adds a layer of cool decision making to the game. i can easily see this concept explored further. congrats on the submission!

congrats on making your first game! loved the vibes of it, i think everything from the music and the art really fit well together to convey the convey the seriousness of your submission. i thoroughly enjoyed going through the game just to see what the next level's theming was gonna be, was pleasantly surprised by each one!

mentioned this in the game page, but this is a really fun take on foddian games! there's a surprising amount of depth for what i initially thought was a hold forward game. a lot of the platforming sections really forced me to think about how i wanted to move and where i wanted to launch myself, it was pretty cool and extremely challenging! congrats on the submission!

super fun take on foddian games, i could easily see this getting expanded further!

thanks so much for playing!!

thanks for playing! yeah sorry about the strictness in the window of time to succesfully do specific actions, wasn't able to adjust it in time 😅. appreciate the feedback!

very cool take on the theme, had a lot of fun with this one! i thought it was going to be a shorter game due to the amount of levels on the select screen, but there was a lot to go through, which is very nice! having a lot of different subjects covered in this was cool to see! maybe categorizing the levels by similarities of studies (astrology, biology, sociology, etc) would be cool to see in terms of how well you know each specific study, but nonetheless the puzzles were a nice brain-teaser! congrats on the submission!

super cute game! was a fun companion to have while working! congrats on the submission!

thanks so much for playing, glad you liked it!

thanks for the kind words! i also really like the concept and have a few ideas in how to expand it, so hopefully i can continue working on it when i have the time for it😅

wow, great interpretation of the theme with an awesome mechanic! it was fun learning every pieces' patterns and dancing around your enemies to place yourself in the optimal position for a capture! the game also progressed really nicey as you earned more options to play around with! i love the art too, the character and enemy designs looked really cute and fun! maybe showing what enemies will be in each level without showing where they'll spawn could add more depth to the decision-making of players. currently the player's only info for the next level is what moves they made previously, so i usually just went with taking the newest moves to each level without that much thought. other than that, its really good game and i had a lot of fun! congrats on the submission!