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ArcLyn

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A member registered Dec 03, 2018 · View creator page →

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really cool minigame collection! superb framing! i love almost everything about this!

however, i cannot do three full-size galaga stages in a row each with only one life because i am bad. those should probably have been smaller lol.

this is extremely cool and could certainly be the basis for a whole full puzzle game.

the sound design is extremely good!! loved just clicking shit.

the presentation is very well put together!!

i loved the music and the little walky sfx.

doing two lockpicks at the same time is wild, thank you for making the selector automove so that wasn't an additional layer.

that said doing the lockpicks while dodging bullets was a really rough ask, and it feels like the guns run out of ammo at a realistic speed, which is to say so damn fast.

i appreciate that all the interactables were the same gray color, saved me a lot of bumbling around.

i did get softlocked after accidentally adding too much vodka to my shopping cart, then being unable to remove it due to a bug.

i think this is an incredible concept and really well suited to a jam that's entirely about puzzle mechanics, but I also could not even begin to unravel this mystery box. 

really appreciated the captions for accessibility!!

it feels really hard to get any sense of control over the car, which i guess makes a lot of sense.

the environments are really cool!

wheel for spells is always a cool premise, i just always wish it was more clear how to balance the pieces.

neat to see a pico-8 game!

so much about the presentation is working it's actually scary.

i feel like the actual wheeling could use a little more communication or at least textual labels on what each wedge represents but maybe it's just because i'm not well versed in alcohol. 

love the art!

i think a short tutorial or button prompts would go a long way.

my strafing muscle memory has been destroyed by playing this game

really fun execution! loved the sfx.

congratulations on your first solo jam entry!!

the lockpick being used as a maintenance item is generally a cool idea imo and this is no exception, juggling it and the wheel while trying to kite things is a cool base for a gameplay loop.

naturally sounds would go a long way here, i'm also pretty bad about considering how sounds get designed into the game but I think having placeholders asap is a good strat that I'm going to try next jam... 

the visuals and banter are all top notch its actually kind of incredible

justice for the bird's cornflakes and also i think wheeldross's troops need a union

i thought it was really cool that both the type of card and also the wheel position on the card mattered when you were trying to make decisions! 

there's a lot more design space here that could be explored in a larger game, especially since with only one fight I kind of just spent HP like mana and used Last Charge over and over.

for some reason, on both the dedicated linux version and the windows version over proton, no fragments or enemies would spawn for me. the environment and vibes are extremely good though! the music and sfx are top notch and the level itself is beautiful.

Loved seeing both wheel and lockpick!

There's a pretty natural difficulty progression as your speed climbs, which was really cool.

it may have been prudent to lower the difficulty on the lockpicking a smidge since doing it under duress is pretty rough

love the level of polish! the wheeljam print on the side of the cheese wheel in the menu was awesome.

loved the rats and the voice work too

definitely fun to drive around in the way most "make a weird thing and roll it" games are.

my first impulse was like, maybe if you got to see the course and set the wheels in advance? but i think something that's cool about this design is being able to change how the wheels are inflated on the fly, so losing that seemed like throwing the baby out with the bath.

the idea of the car's weight being what modifies the wheels is still appealing to me, but maybe changing their setup via a menu would give the player the control they need for the design to come together. I hope you keep playing with this idea!

this feels like something you'd find on coolmathgames [positive]

there's definitely a ton of design space here, it's a really great little puzzle for a really great little puzzle.

vibes immaculate.

the combat system is surprisingly engaging for being so simple.

did two attempts and on both died to the multi-armed angel (Vestis?) that seems to be giving other people a lot of trouble, getting booted all the way back to the start is pretty rough. Even so, the whole package is so great it's hard to be mad.

felt great to just hang out by the window. cool birds.

loved getting to mess with the camera settings to make something that looked cool, and since the birds were all in different locations and were different colors it was a lot like photography in real.

wish there was a way to see a gallery or something of the pics you take.

mega nit: the game screen adjusts seamlessly based on your aspect ratio but the pictures are squashed or stretched to fit the photo texture. 

i keep forgetting not everyone knows how the tes4 wheel works

really cool puzzle game!

the sound design is top notch!

it feels like the lockpicking is pretty tacked on as opposed to a core mechanic.

I love the art!

the system mechanics are really cool!

it feels a little awkward to not be able to interact with cards in the keyway, especially since they can get placed in there on reset requiring you to mulligan a bunch of times if a jam card starts in there. It incentivizes thinking ahead at the cost of you kind of screwing yourself before you actually end up screwed.

I like the concept!

It feels like the puzzle is basically solved when you pick ingredients rather than when you fill out the wheel.

game looks and feels great to play! 

the little conversation snippets are a great touch!

i loved having to swerve the car at the last second to try and get the right wheel slice in!

the characters were cute!

I couldn't quite get the hang of the brewing mechanics, there was always something wrong in the drinks...

i loved the presentation! the zoom out on KO was cool.

there wasn't much stopping me from just mashing the 4x slice on the wheel.

really loved the vibes! the way the monster moved was fun.

i like games where you gotta solve the wheel under duress so this was right up my alley.

this is a minor balancing thing but if you just hit every segment of the wheel in order you get a score of 0 which seems to be passing

really good!!!!!!!! making a platformer feel good at all is really hard so to do it on a jam timeframe is super impressive. literal only complaint is i wish controls were rebindable or controller support but that's just because i have a sicko keyboard with no arrow keys.

i love the little chameleon and would defend them with my life.

love the framing and concept!

just like real life i could not figure out how to work the shifter

i enjoy having to calculate the wheel points to hit a target so combat built around it is great! wish some more details about the spells were obviously presented, even as like a lil debug textbox.


lets-groove-tonight.webm [video-to-gif output image]

LETS GROOVE TONIGHT

the visuals and music are both fantastic! Dwigt phased through a wall and got eaten by one wormillion zombies.

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ive started moving around my house like this in real life help

i love cursed sword themes and this is perhaps one of the most cursed swords of all time

the lock wouldn't open for me (and after all the effort it took to do the lockpicking puzzle with wheel...)

especially with the windows ui organization this really felt like working an office desk job... but the puzzles were more fun. it's always entertaining to just try and max a wheel so getting to zen out and just do wheels was nice.

the sound design really helps you keep everything in mind, which really helps when you have four different things to be doing at all times. it really made me feel like a tiny rat inside a screaming metal death trap.

had a great thing going until my entire engine exploded meters before the finish line

the interaction between the two wheels leads to some really cool decision making

I think the UI turned out really well! A time limit or some feedback on attacks could go a long way here. I appreciated that the game had volume options!

I love machines as games, so this was really up my alley! I think a couple sound effects would go a long way to helping tutorialize the player on how the engine works.

I love the energy!! it was so fun to just be there with all my little buddies! I died a few times before I really got a hold of strategy, but honestly watching glorp get sent flying into the camera is so fun i don't even care.

master of atmosphere!! I love the monster in this so much!