Thanks for playing!
Yeah, combat was a bit too brainless; we are rebalancing it for a post-jam update as I write this!
Base attacks and Special attacks will have their power redistributed, and enemies should pose an actual threat.
Also, we can decrease the hold threshold on interaction, but it's just in place to prevent accidentally pressing the button in passing buying something by mistake. An indicator for when you're holding should hopefully improve the UX though!
bbnco.
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Thanks for playing! Glad you enjoyed it!
You're right that the special attacks, unfortunately, didn't amount to much.
Combat will be rebalanced and juiced up!
A holding E indicator is a really good idea for better UX. I can't believe we didn't think of that, haha!
It's always the simple little things that add a lot!
Thank you for playing! I'm glad you enjoyed it, and I really appreciate all the insightful feedback!
I agree with all of what you said:
- We already have plans regarding rebalancing combat so that the base attack is less overpowering and by proxy, special attacks and parrying are more worthwhile.
- Moreover, more Hit FX have already been created; they just have to be implemented! But I agree that everything could be a little punchier. A red vignette when taking damage is a must, and I'm not sure how we missed that, haha!
- As for the gates, during playtests I've noticed combat tends to naturally gravitate towards them, which I agree, unfortunately, slows down the pace of the game and also visually hurts the experience. I am thinking of raising the gates a tad so enemies fall into the arena, and thus can't be hit back up and out!
- Lastly, a higher-octane track was started but scrapped for time! Already on it!! o7
Very fun! The visuals were on point and the character designs and models were very eye-catching!
The character was a little unresponsive at times, most notably the turn, which unfortunately cost me some damage a couple of times.
Also, I wish the controls were pushed in-game a little more (maybe I missed them), but I managed to beat him without knowing about the taunt, haha! It was a lot of mashing left and right click, lol.
Very solid entry!
I like the concept! But unfortunately, the controls were a little too clunky for me to get very far.
It could very well be a skill issue, but I couldn't get much mileage out of spinning the chain, especially when grounded, because the ball will collide with both the player and the ground. Instead, I opted for more of a toss or yank, but sometimes it would just not go anywhere (assuming I probably let go a bit late). And catching the ball mid-air is rather hard, especially when moving really quickly, so I had to just hope for a good launch much of the time.
Overall though, I really like the idea, and would love to see it ironed out and expanded upon a bit!
Woah! The gimmick with the cube and the slamming is sooo creative! It took me a bit to figure out, but it has so much potential!!
The combat was a tad confusing, simply because it was pretty hard to tell what I was hitting and what was hitting me. I also couldn't quite figure out what exactly I was meant to do on the upgrade screen, if anything.
But overall, this seems really strong, and with a bit more polish and maybe a tutorial, this concept can really shine!
This was fun! I love the visuals and the character! And the audio was really fun too; I like how it ramped up the more hits you got.
The one thing I will say is that frenzy at the moment comes off as more of a punishment than a reward, in my opinion. Being stripped of my control doesn't feel great, and the spinning around is aimless. On the larger maps, I often end up completely missing all the enemies, meaning I'd honestly do more damage without the frenzy. To make matters worse, I can't even cancel it!
So I suggest either A. making the frenzy auto-target enemies or B. giving the player some amount of control during the mode. Also, the ability to cancel it, and maybe some invincibility frames when leaving the mode.
Overall, this is really fun, and it'd be super cool to see this in a larger setting, maybe where you could walk around as Cone Boy and talk to npc's or do quests in between battles!!
Really Fun Concept! This has so much potential!! It did take me a bit to understand what was going on, but that's nothing a short tutorial can't fix. There's quite a bit of potential in the item variety, and it would be so fun to play with friends!
The one thing I will say is that I wish I had a bit more agency as a player. It would be nice to have some base action I could do every turn to impact the state of the game (aside from just using my items). Also, the game would probably benefit from some rng manip (like instead of pure random, a pool of items you pull from that restocks when empty), because I got 8 black lights in a row, LOL.
But maybe an idea to fix both would be:
- Sell an item you own to gain 1 coin.
- You can cash in coins for an item of your choosing (items could be different prices)
Also, an item to recolor other people's items to your own would also be fun!
Thank you for playing!
We did notice the resolution being wonky at times, especially on different-sized monitors. It's one of those things you notice after and don't have the patience to troubleshoot, haha! We recommended fullscreen for that reason, but it's far from a solution.
Hopefully it did not impede your experience, and most of your gameplay was on screen!
If we come back to this after the jam, we'll definitely look into making it more consistent.
Thank you! I'm glad you enjoyed it!
And yes, the healing was actually designed to be a once-per-wave purchase! Unfortunately, it stopped working probably sometime before submission, and we didn't catch the bug until the morning after the grace period.
We have a couple more ideas for the character and the world, so an expansion is very on the table if time allows!
Thank you so much! I'm glad you enjoyed it!
And I hear you; two minutes of dialogue isn't the best way to start a game, haha! I normally try to adhere to a "show, don't tell" philosophy, but the exposition would've required another scene/environment that we just didn't have time for. If we come back to this game, the intro will definitely be reworked into more active storytelling!
P.S. The training dummy was a really simple addition, but I was really proud of the idea. I'm glad it was recognized!!
This game is very fun and whimsical! Once I figured out the stat re-rolling mechanics and investing into spins for future rounds, it was very enjoyable to get really strong and defeat everyone. It was really fun to see how far you could push the stats (by the end, my character was invisibly small but the projectiles were giant orbs of death).
Some points of improvement: During combat, it would be fun to see more of the stage. I'm not too fond of mystery projectiles flying in from off screen. More enemy types would also be nice. More over, maybe ease into the round and spawn enemies further away from the player.
My first run I rolled red in all but 1 stat and died in literally half a second, one of the funniest experiences I've had playing a game jam game.
This is pretty fun, especially considering it was made in two days! Great job! I really like the black and white pixel art and background design, it makes me wonder what kinda world this little robo is in.
The doors being different on rotation threw me for a loop. I was pretty confused at first, fully expecting to be doing interesting backtracking puzzles that visited old rooms from new angles, but this is is fun too!
Would love to see this mechanic explored more! Its like fez almost.
The game is really polished! And the movement gimmick is really fun to play around with! (Not sure if I'd consider it spinning though, haha)
Overall, I found the game pretty enjoyable, but also fairly difficult. Maybe that's a skill issue on my part. I probably would've benefited from a simpler enemy to learn the combat with. The teleporting slash on the first boss did me in a lot.
Would love to see where this game goes!
The UI and menu music was extremely captivating and really polished! I trust the game will look great when it is developed a bit more! As for right now, the movement felt smooth and the time slow and chain are really crisp, but without a tutorial or instruction, the game is unfortunately unreadable as it stands.
I am super excited to see how the game turns out though!
The art and the character are really cute! I also really like the kit (jump with a flutter, and a boomerang you can aim). I also like that the boomerang can pick up coins for you.
I don't play retro games too often, but the collision is a little sketchy, which makes platforming a bit clunky for me personally. There also weren't any enemies to use the boomerang on, so was it just for collecting coins? The game would probably benefit from a more structured goal/more involved game play.
Overall solid entry though!
Haha this is a silly game! As gruesome as it is, it was fun to glide through them like butter. This could be turned into something really fun!
Might benefit from more variation in the types of enemies?
Some that take two hits? Some who stop your spin on hit, or you can only hit from the back?
Also not sure how you programmed the stopping logic, but it was pretty easy to set yourself up in a pool and bounce around infinitely. It trivialized the game because they couldn't hit me anymore and kept walking into me, so not sure if that was intended.
It was a neat short game! I've never been crazy fond of retro style games, but i really liked the design of the character and would like to see him undergo more adventures!
The movement did it's job, but if you plan to go forward with this, the jump was a little floaty.
Moreover, it's a bit annoying to have to turn your character just to aim elsewhere so bind that to the mouse/camera rotation instead.
Very neat concept! I was worried a bit at the beginning before I got the gyroscope, but once I got that and the controls were actually meaningful, it was the right mix of fun and frustrating to control.
I really enjoyed how the map slowly opened up as I could travel further and further. I think the idea could work if fleshed out a bit more. Sound Effects will also probably add a lot.
In case you'd like to know, I had all but around maybe 5 items unlocked (but not necessarily bought) and 6RPM upgrades, but the game crashed shortly after picking up what seemed like that last item I could find on the map.
This concept is so strong! It has so much potential, with the different effects of the gears, and the different spins and different generators! I'd love to see this fully fleshed out and polished. Potential avenues to continue:
- Maybe make it clearer when gears are doing actions, ie. special effects for each gear on burn, damage, wound, heal, etc?
- Potentially also show other generators in the shop as well your typical set of gears?
- You can also sell permanent upgrades or altercations to the gears?
- They could in world operate by changing the material (Gold paint could generate money on revolution, Sharpening increases its damage)
So many options, really interested to see where this goes!
The premise and the visuals are all really clean! I also really like the atmosphere and the scenery. I don't know if you made the model for this jam, but if you did, kudos to you. It looks sick!
I will say the game play is a little clunky, but I understand it can be hard to fine tune combat like this.
This game is awesome!! Absolutely full of juice! Your tutorial voice and the sound effects are hilarious. The screen shake and other vfx and art are super satisfying. The gimmick is also super neat.
I dont know if it would trivialize dodging, but I think a roll would be nice, especially considering some bullet patterns. It could just be a skill issue though!
Also, maybe have a transparent version of the barrel ui over/around the player, so I don't have to keep flicking my eyes to the bottom right, haha!
Visuals and Audio were on point! The game show aesthetic was also very on theme and appealing!
However, the game play was not very engaging. Opening the game with essentially two mazes (that are extremely zoomed in with repeating textures), did not feel the best. The zombie mini game felt a bit lack luster.
The game is really pretty! I like the aesthetic and the setting. The music and sound effects are also really fitting! The animation and VFX are also astounding.
The objectives are a cool way to spice up levels you've already seen, but navigating the levels under these different constraints was sometimes a little frustrating. Some arrows pointing to the next objective, or even the hat at the end would help a ton!
As examples, on a level with lava, I climbed up one path only for it to eventually be a dead end and for the hat to be below me, now unreachable. On another, I had missed an enemy and had to run around for a while until I could find them.
Overall, very solid entry though!
Woah, its impressive how polished the game is! Nothing feels unfinished or out of place, and the puzzle minigames are creative, fun, and all work well! It is admittedly really difficult, but that makes me want to play over and over!
I'm hard-pressed to find a point of critique, but maybe a screen where you can see the puzzle types you've encountered thus far and how to solve them? From what I've seen though, they are all simple enough to understand after a minute of rotating the vault.
Honestly really great submission over all!


