I really liked the idea of ending up in different time periods! It looked like the guide was sort of like Untitled Goose Game, a checklist of things to do before you move on (or for the jam-length game, finish). That was a very cool idea! I very quickly got lost on how to accomplish those tasks, so I didn't get very far, but I liked the idea!
CalebStuff
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Nice work! The rounds were quick enough it kept that itch to just keep trying one more time. I wish it was just a little easier to judge where the dart was going to land, maybe some sort of sound queue as you're pulling it back somehow? I did start to get the hang of it the more I played, though. Good work!
Great work! I only got 20/21 seeds, not sure where I missed one, in just over 9 minutes. The level design felt very unforgiving in an intentional way, with "checkpoints" in the way the stage was designed, but even still there were opportunities to lose that progress later. It felt kind of like playing "Getting Over It" but with the controls of "Super Monkey Ball" in that way. The sounds, music, and Z's gave it a nice, relaxing, sleepy-time vibe that kept it from feeling too frustrating. Nice work!
Thank you so much! We're still working on some separate projects from before the jam for now. Not to speak for the other two, but I'd really like to come back to this one for multiple levels, a cleaner menu, and some other stuff like that! I've been keeping notes on the feedback we've gotten for when we come back to it.
This was a really creative use of spinning, to fix a broken conversation. I think it might have felt more like "spinning" a conversation from a bad one to a good one if the bad answers were forced on you, and maybe you only responded every other text to fix them? Either way, cool idea, and nice work with the art!
I think there is an interesting idea here, pretty much the system from VVVVV. I'm not so sure the flipping feels enough like "spin to win" for me, but I can see where you'd get there. I think with some more time polishing up the levels, and maybe fixing the camera so it doesn't snap so hard when you flip, this could be really fun!
Excellent job with the art, and I liked the premise of getting dizzy as you missed more problems! It maybe could have given the spinning a bit more focus, but the setting itself made for a fun use of the concept. I found the game very challenging, as you don't get long to look over every horse, and the anomalies aren't always showing. It was hard to even recognize what some of the anomalies were on the first few tries. Good work, I had fun trying to keep getting farther!
This is one of the few I've seen to really take the "very serious" theme to mean, well, serious. This was really well done, the presentation of seeing more and more of the gears around as you went was great! I do wish some of the upgrade paths weren't quite as linear, but I understand there was a linear story to tell as well. It branched briefly at one point, maybe it could've kept branching and coming back together every story beat? Regardless, the game definitely achieved what it set out to do, good work!
This was a nice surprise! I expected the spin-to-charge to be kind of a forced way to charge up a dash in the theme, but the fact you keep using the same spins to turn made the movement feel very fluid and cohesive. This was an awesome idea and very creative use of the spinning! The frantic speeds made the whole thing feel chaotic without being truly out of control. Also, the theming of using your ink and keeping everything underwater was super charming. If I had to pick a complaint, it would be a lack of information, such as how far I am from work or sometimes which way to go being unclear. Some of that adds to the tension and frantic nature, though, so maybe that was intentional. Excellent work!
This was pretty charming, nice! I found it difficult to expand my island because I was too focused on making every placement a good one, but as I ran out of space and had to overwrite my tiles I realized everything was temporary anyway. It's a nice little cozy puzzle game with low stakes and chill vibes, worth a play!
This was really really great! The dopamine when you get to hover over the spinnies instead of clicking them is great, and adds a whole new level of spinning to win when my mouse is constantly circling the field. I like that since you can pay bills early, the early rounds feel like the bills are coming in slower, but as you start to get behind you really feel the pressure of there always being a bill on your screen. Great work with this!
This was a standout for sure. The vibes were amazing, simple but elegant. It's also one of those games where I got what was happening in the first ten seconds, but then it had me hooked there for a while. I found this through the metagame just to get my fifty levels, but it had me playing for way longer after that! Amazing work, this was really special!
I spent a while thinking the game was harder than it was, that I had to place cards with their symbol, but once I realized I could just spam the cards wherever it became a lot more doable. The music was really great, and I loved the cat art! Just everything about the presentation gave some amazing vibes. Good work, I had fun!
I'm a big golf game enjoyer, and this was a good time! There were a few levels that felt just a little strange, like the bouncing in The Bowl took a bit to figure out. But once I got it, it made sense. This was a nice combination of the two sports, and the pixelated 3D was a really chill look to go for. If you kept working on this with some more levels/backgrounds/stage gimmicks/etc., this would make a really cool full game!
This was super cute! The idea of spinning a story rather than some object (other than the chair) was really creative! The visuals and overall vibes were really well done! I really liked the art for the intro and end screens, especially. My only complaint was all five days being the same content but harder, it would've maybe been nice if some of the elements were introduced slowly throughout the week, or some of the specific text changed throughout the week, but that's probably too much to ask during such a tight time limit. Maybe in a full version seeing different news cycles hit would be cool.
Great work, I had a good time!
This was really great! The vibes of the visuals and the audio were perfect and felt really cohesive. The tutorials were helpful for understanding the concepts, but I did find it a little challenging to keep track of what everything did as more things were introduced. The rockets were also a little tough to get a grasp on, I don't know that I was ever able to use them effectively.
Even with the learning curve, I was able to get through the five stages without too much trouble, and it was a great time!
