Skip to main content

The Power of Pride Bundle 2026 — $10 PWYC Edition
On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Celestious

37
Posts
1
Followers
A member registered Mar 18, 2026 · View creator page →

Creator of

Recent community posts

Pretty nice physics game! If you are going to make this a long-term project, here are some comments I have for you.

Some context about my playthrough: Beat the game, failed a level a couple of times.


What you did well:

Theme was incorporated well, I'm very glad I saw this one because I don't think I've seen anything like this in the jam.

Moving around in the air feels smooth and fun especially when my momentum transfers.

Pretty cool concept of using elements and trying to bond with others.



Suggestions:

Speaking of elements, you can add interactions that don't involve just winning. Things like palladium would make your character gravitate towards it a little bit since that's how it acts towards hydrogen in nature.

The game in general requires polish for a more long-term build like sound effects and cleaner visuals but I'm sure you're aware of that already.

If you make more levels, I honestly had the most fun with open levels where I can launch myself around so consider adding more open levels!

It feels like you can play the game with only 1 control (either A or D). I basically only used 1 letter the whole time. This isn't necessarily a problem but it does make the controls feel a bit redundant. There are a ton of random ways you could fix this, maybe giving each node individual energy or giving them different effects etc.


Something about this game makes me think it has a lot of potential. I think you did well given the time constraints as well. Good work!

Very fun game! I have some feedback for you if you intend to improve this game.


Firstly, I'd like to point you towards  bit of inspiration. "Brutal.io" has some similarities to this game that you may be able to take ideas from. It'll also be where I get some of my suggestions from.

Some context about my gameplay: I got to wave ~9 I believe then died. Did 3 runs. 1st run was focused on upgrading bomb and bullets, 2nd and 3rd were focused on mace damage and base damage with a bit of bomb.


What you're doing well:

The game is very unique, in many ways. The mouse is the player, and the control scheme is purely based on mouse movement.

The UI is clean and easy to understand.

The game is quick to pick up and not overcomplicated, but at the same time isn't easy which allows a lot of replay potential.

Good mixture of enemies!

Ranged enemies subtly choregraph their attacks so you can know when a bullet's about to be launched.

I like the particle effects!

The sound effects are good, though the game is lacking some form of ambience/music (I'm aware you didn't add this though because of a time crunch).


Suggestions:

Some mechanics from brutal.io you might want to consider:

  • You can detach your flail from your body to launch it then bring it back to you.
  • Your flail grows in size with more score. In this game you could make a "flail size" upgrade.
  • Additionally, the distance from the flail and the body can be adjusted. this is something you should REALLY add to this game. Some way, whether an upgrade, or using the scroll wheel, be able to dynamically change the distance of your flail to your cursor so you can do longer/shorter swings.

In general, the game would benefit from more upgrades to allow unique builds.

The color scheme isn't necessarily bad but you should consider a couple of different colors to make different enemies and your character stand out more.

This depends on the difficulty you're going for but it feels like healing is a bit too expensive. A tenth of your hp can cost the amount of an upgrade.


Overall, fantabolous work! Would love to see more on this idea since I always love unique roguelikes.

Hello newexp, I'm glad you submitted this to the jam. I haven't really found a lot of platformers on this jam and I think this one is pretty good. If you intend to expand on this at all I have some feedback for you.


What you did well:

The actual platforming is good, you're constantly introducing new concepts and threats to force the player to keep adapting, like turrets, platforms that seem to move away from the player, etc.

I like the simplistic architecture of the game, no advanced objectives, just get to the goal in a certain amount of time.

The visuals are simple but they get the job done well, and it's good that you matched a yellow background with black sprites for good contrast.

Music choice is good!

I think the checkpoints are mostly well placed throughout the levels.

Suggestions:

The controls didn't fit well for me at all. I some people would like these controls a lot more depending on how they play games, but I'm a big fan of WASD and using space bar for jump so having that as an option would be awesome.

The spin gimmick of the game has a lot of untapped potential. Like imagine if spinning the wheel caused something in the actual world to happen, or if the game forced you to spin the wheel if you were taking too long to complete the level.

It seems that certain challenges render some parts impossible? On level 1 I believe if you had a no-running debuff, you simply just cannot cross the large gap to get to the other side since the platform moves quickly and avoids you. And same with level 2, I don't see how someone could beat the moving platform portion without sprint.

There has to be some sort of indicator for when you're about to get stunned and make it visual since sometimes it can be difficult to notice.

Perhaps the no-checkpoint de-buff could simply reduce checkpoints to half or a quarter rather than removing them entirely? Because of the time limit, if you were to mess up near the end you'd basically be guaranteed to lose.


I've seen a couple of 2D platformers in this jam and out of all of them I think this one has the best raw level design. Good work!

Hello, thank you for the detailed review! 

Parries are actually one of my priorities for future updates as I do intend for this to be a long-term project.

Thank you for mentioning this game! I have no idea what Clair Obscure Expedition 33 is, but I looked at it briefly and I think it'll be helpful for potential inspiration.

OH AND PLEASE  ANSWER IF YOU'D LIKE -> Could you tell me what enemy you were fighting, and maybe what you did when you experienced the glitch with the wheel? It was an old bug I thought I fixed but I guess I didn't lmao.

This game does the Beyblade concept the best. Making RPM a health/resource is a great way of actually incorporating the spinning theme rather than just making it visual.


Some context about my playthrough beforehand: I played the tutorial, then did 2 runs, 1 big run where I was actually playing then a 2nd one where I was just testing a couple of things. My peak RPM was 500,000,000 (seems like it capped at that) with a max combo of 334.

What you're doing well:

In the context of this 1 week jam I think there is a good amount of content.

A good tutorial that actually lets the player understand the game first-hand before throwing them in, which is surprisingly rare in this jam. Though I do have 1 suggestion about it below.

Absurdly good visuals. Not only do they look nice, but there are a lot of fantastic small details that make it look and feel satisfying. Things like enemies spinning slower as they lose health, moving combo text, great use of screen shake & flashes, etc.

Audio is great! I think the game could use 1 additional music track to make the music nicer to listen to but even without that the current music is great and the sound effects are well done.

UI is smooth, not much to say about it, it does the job and looks pretty.

The additional mechanics like powerups and combo system are fantastic additions and are mostly well done.

Insane amount of dopamine when you do just about anything right.

Dash mechanic is well done!


Suggestions for a more long-term build:

IMPORTANT SUGGESTION: The enemy spawning logic should be tweaked a little. The fact that enemies can spawn directly on your screen and even on top of you is something that can be fixed relatively easy while also improving the immersion a lot. And if you do intend for them to be able to spawn on the player or their screen, you should add a delay + animation.

I'm going to split up powerups into sub-suggestions due to their importance. The powerups are A LOT more impactful than you'd think they'd be. 

  • Firstly, while the tutorial is good, it NEEDS to explain powerups and their absurd effect. One issue I had is I spent a good chunk of my time not even knowing how to get one because the game never told me to explore the map to find them.
  • The powerups are immensely satisfying, slight problem though: INSANELY BROKEN, to the point where the only way to maintain an extremely high RPM is by solely relying on them.
  • Consider adding more powerups! 2 is good but you can really do some cool things. One idea I had was a scorched earth powerup that makes it so you leave behind a lingering fire trail that does a ton of damage.
  • Have a clear timer for the duration of a powerup so I don't get jumped by the enemies after my invincibility wears off
  • Consider having arrows that point to the nearest powerup? This isn't really necessary just could be helpful for first-time players.
  • One easy way to help balance powerups that can also look cool is to make it so when a powerup is active (specifically the invincibility one) the enemies slowly path find away from the player, sort of like pacman, that makes it even more satisfying when you destroy all of them.

This sort of ties in with powerups, but I feel like upgrades are a bit underwhelming. Not because they're inherently bad, but because of the fact that powerups are just so game-defining that it makes the upgrades feel a bit useless when a powerup is active.

The map could do a lot more than you may think. Random things could really be cool, like making the borders bouncy so you can bounce off of them to launch yourself at enemies.

The enemy variety could be improved. Honestly I can't say too much about how because it depends on the direction you take the game but some ideas could be a forcefield enemy that doesn't give you an RPM boost for breaking, a "healer" that boosts the RPM around nearby enemies, and of course bosses but I believe that's more obvious.

A more minor detail but you should make it so when your dash recharges there's a small audio indicator, I think it'd make it a bit nicer.

Make the combo text change color and get bigger and flashier as you get absurdly bigger combos.


Your team should be proud of themselves! I was shocked to read that this was your first jam for some of you, because this really feels like it was made by a group of highly experienced developers.

Hello! Great game, and one that fits the theme a lot better than most others. I have a love for more minimalistic arcade-based games so I may be a bit biased.


What you did well:

The UI is simplistic and functional.

Controls are EXTREMELY easy to learn. Along with that, once you die a couple of times confused, the game becomes very easy to understand.

The visuals are nice despite being very basic. The wheel is also easy to understand and read.

The gameplay is great! I'd say that for something this simple mechanics-wise you got a lot of content/fun out of it.


My suggestions:

Consider making a genuine tutorial that showcases the effects of everything you explained in the start screen.

Now, I could of just gotten extremely unlucky but this managed to happen twice to me. One major issue in my opinion is the timing of events. I could be wrong but it is physically impossible to keep the slider on the shield at ALL times, especially because of the events. This in itself isn't a problem, the problem is the fact that sometimes 3+ enemies can hit you at the same time, and if your shield goes down right before their impact, you will instantly go from 3 lives to 0. I think the easiest solution to this is to have i-frames. 1, maybe 2 seconds of invincibility every time you're hit will make it so you cannot instantly get decimated the moment your shield goes down.

A bar/indicator of how fast you're spinning compared to the max speed would be nice. I had no idea how much effort I should put into spinning my mouse to make the wheel move at its peak velocity.

If you were thinking about going down a roguelike path, the game has potential for it. Upgrades like less overheating or time-slow or other random buffs could be extremely cool in endless.

Maybe more particles? Make it feel very satisfying when you block a projectile, or scrap particles when you get hit!


Great work, out of the 30+ games I've seen so far, I believe this fits the theme the best out of all of theme, since not only is something spinning in the game, but you literally have to spin your mouse as the only controls to play.

The game automatically gets a 5 star for seriousness because this is definitely the funniest one I've seen by far. Great ending, but inevitable because THE HOUSE ALWAYS WINS.

I have lots of feedback for this game because I genuinely liked the gameplay a lot, and I feel a bit betrayed by how quickly it ended.

What you did well:

The story is extremely funny, I don't know why I find it funny but it just is.

Being able to gamble mid-fight using your earned money and I'm assuming the luck stat to get different and better weapons mid-fight is extremely genius and I'm not sure why other games aren't doing something similar.

Having it so only certain weapons can kill the boss forces you to target minions and try out more than 1 weapon, and additionally giving limited boss-damaging ammo is also a fantastic way of balancing strong weapons.

I like the music.

The bullets hitting enemies and the boss are satisfying.


My suggestions for you:

There is a bug in your game regarding the full screen. I'm not sure if this happens with anyone else but if I exit full screen then re-enter full screen with f4 my game will crash. I know why this happens since I also use GameMaker. You have to make it so any time you're running draw functions or full screen functions etc. that you first use an if statement: " if surface_exists(application_surface) = true " then your draw/full screen code.

It appears that the player can't die? I didn't fully test it but I didn't see me having a health bar and I didn't see any consequences of getting hit.

This game could go down the path of being a story game or an endless game (or both with enough time. I highly recommend you consider expanding on it.

Have powerups or some sort of collectibles spawn around to encourage the player to explore your map more.

The boss' spawn could be delayed since it seems that he just immediately joins the room with the player.

Definitely more UI things like damage numbers to see how good your weapons are and if they're doing anything.


Overall, great job! This game has a nice charm to it and I honestly like it a lot.

The core concept of the game has a lot of potential! I have some feedback for you if you are going to continue working on this game.

What you did well:

  • Again, the core concept is very cool. There is a good chunk of platformers that allow you to flip the player gravity, but not the entire room's gravity.
  • Very simple, easy to grasp the controls and objective!
  • Having the game force a spin after you grab a coin adds a bit more spice to it!


Suggestions:

I will throw a lot of suggestions at you since I think there is a ton of ways this game can be expanded!

  • Giving the player some way to control the direction the level spins would be very good, as the player can just control where they land either way by spamming the button.
  • Have checkpoints between levels, or at least at the 2nd level.
  • For a more long-term build, you could use this flipping mechanic to do things like making boxes that block a path go out of the way, or even moving around liquid!
  • Additionally, environmental hazards could be pretty cool, and they could also harm enemies too, allowing you to deal with enemies in really annoying spots.
  • More specific objectives? Like maybe for one level you have to get the coins in a specific way, or for another level you have to actually kill an enemy or two.

Pretty neat game! It is a relatively small one, but I still have a couple of comments and feedback if you're interested.

What you did well:

  • Great audio, the bouncing piano noise and the ambience fits well.
  • The effects as the shapes bounce is smooth and satisfying.
  • Having number indicators to show how many bounces a ball has is good

Suggestions:

  • The core issue and honestly only thing I'd really want changed is the stuttering and performance. Though I believe from an earlier comment you'd say you would look into that matter so that's good.
  • An option to change colors maybe? Think it'd be cool if you could also toggle a rainbow effect where the game slowly changes its color overtime.


Overall, good job!

Great game! I have a good deal of experience in bullet-hell games so I think I have some good feedback if you are intending to make this a long-term project.

Some aspects of this game reminds me a lot of another indie game called "Minishoot", if you want some inspiration consider checking that game out.

Some context on what I did during the run and what happened: It took me 2 attempts to get to endless mode, 1st attempt I focused on upgrading boosters, 2nd attempt I focused on pure speed.

What you did well:

Normally you'd have more enemies in this genre but in a game like this I believed you had the right amount of enemies.

The visuals look very appealing and it's good that you made the player/enemies/bullets contrast with the background well.

The movement feels smooth and has a good mixture of not punishing the player for making movement mistakes and at the same time not giving the player an absurd amount of freedom when switching directions etc.

I noticed in your itch page that you said you needed to decrease the difficulty. The difficulty in my opinion is pretty good, though I have some more comments on it below.


Suggestions:

Definitely having at least 1 boss or super unit would add some extra spice to the gameplay.

Additionally, you could potentially add structures. Here are some potential structures you could add:

  • A satellite that moves very slowly and is very tanky but doesn't attack at all, and when its destroyed it gives a ton of XP compared to other enemies.
  • A "booster" of sorts that buffs enemies in a certain radius.

You should allow the player a bit more freedom on what upgrades they can choose. I didn't play much of endless so maybe its different in there, but during the 10 min survival there weren't that many options for me to purely focus on a type of plane. Like when I wanted all speed, there were only 2 upgrades that gave me speed.

And speaking of upgrades, consider adding some other stats! Things like body defense/damage (triggers when you ram into an enemy but not a projectile) or piercing bullets can let the player customize a lot more.

Regarding the difficulty, I think its good but you definitely need to make it more scalable. The easiest way of this imo is to just have a slider that lets you control enemy stats, maybe a 0.5x - 3.0x slider for their hp & attack. There's a ton of other ways such as making harder difficulties have bigger enemy bullets/missiles or simply just faster enemies but regardless I highly advise you set up ways to alter difficulty.


Thanks for making this game! I hope you intend on working on this more.

Hamster genuinely got tired of me and annihilated my PC lmfao.

This game is very fun and extremely creative. You can employ different strategies and create combos to generate an absurd amount of wealth at the cost of your hamster's wellbeing.

Really the only issues I have are the bugs.

Using the popcorn genuinely breaks the game, the game also has awkward interactions with the stickers sometimes, and also its really easy to misclick and place stuff incorrectly.

Additionally, a more detailed tutorial would be nice.

Other than that though this game is one I loved a lot and I believe its one of the most unique ideas that incorporate the theme perfectly. Well done!

(1 edit)

Fantastic! I can't really say much about this because I can't really find anything wrong with it!  Good work. Love the audio, visuals, and I found the increasing difficulty very fun. 

One thing I would highly recommend is more keybindings and customizable keybinds.

Additionally, when introducing a new slot there should be some more time leniency to learn how the slot works.

Perhaps a level selector to go back to levels?

Also a level editor would be extremely cool!

There is some potential for expanding the game, but this existing product is already well polished and very fun.

I enjoyed this one a lot. I think it has a ton of potential to go big with the right changes.


What you did well:

Game feels satisfying when you knock an enemy into orbit

Sound effects and music are great

Visually looks appealing

The dash feels great!

The game fits the theme of the jam very well


Suggestions:

The boost mechanic feels a bit underwhelming. Maybe I didnt use it correctly but I didn't get much benefit out of boosting.

Converting momentum feels difficult, I feel like I have to rely on the dash too much in order to be able to control myself.

The powerups could have more impact, mainly I think some of them should be multi-use, maybe 2-3 charges before being used up.

I think this game could take a lot of inspiration from ULTRAKILL's movement system. Things like ground pounding, dash jumping, and sliding could all make the game feel a lot more fluid and satisfying.


Keep up the good work! I think you guys can do a lot with this game.

MY COWORKERS ARE USELESS!!!!

In all seriousness this is a great game and a unique idea. The minigames combined with the serious coworkers scrambling around gives this game the potential to be a very fun roguelike.

I can't say too much about this one since it's a relatively simple game but here's some comments:

- Using keyboard makes spinning a bit difficult, I'd say maybe you make the spinning based off of mouse movement?

- Both themes are incorporated into the game well in my opinion

- If you intend to expand on this game and continue development, I'd say the first day should only have 1-2 tasks, then every day or every other day adds another task.

Overall, good job!

This game is one of my favorites by far. The multiplayer is really cool, and the game is very dopamine inducing. The visual effects of the driver genuinely crashing into everything is extremely funny.

Really the only issues I had with the game were the bugs like how sometimes getting a 5x didnt give you a speed boost. But bugs aside this game is EXTREMELY fun and cool.

I like the combat a lot, it reminds me of terraria.

Things I think you did well:

The general atmosphere of the game is simple and nice

Again, the combat is fun and while is difficult, I enjoy difficulty and I'm accustomed to similar games so my view might be different than others.

Pretty easy to grasp, and i like how you can sort of control your path like Inscryption.


Now before I go onto the suggestions, I want to say that I don't think there is anything really big that the game is messing up, its more so some polishing and minor problems.

UI feels a bit tweaked, some stuff is cut off and text is difficult to read.

Tutorial perchance?

I think there could be accessories and other options to customize your character further.


Overall I love the idea of this one. I think it has a ton of potential especially for a player like me who enjoys these types of games, I'd really love to see you polish this one!

Might of been the funniest game I've played in this jam by far. I also think this one is very fun.

Here is what I think you did well:

The game has a very funny theme.

Controls are very simple and easy to learn.

The gameplay loop is very good, you spin through levels, fight your inferior coworkers, and promote.


Some suggestions:

The camera feels a bit weird sometimes and I wish I could have even more control over it.

Feels a bit buggy sometimes, which honestly isnt so bad because it compliments the goofiness of the game. One example being I do damage to enemies even when I have no momentum. My headcanon for this is that we are highly radioactive. Another example was that I bounced off the elevator door after finishing the level and it started the level completion screen but didnt start the next level and I had to spin back to the elevator to start it.

A tutorial would be very helpful. It took me a while to understand that I need to get donuts/coffee to get more spin.


There's not much to say really because the core concept of the game is very simplistic, but I really liked this one for its sillyness and how satisfying richocheting can be. Good job!

This one is really unique, it is probably my favorite puzzle game I've played on this jam by far.

I love how you have to use the different gear sizes in different orders to get a certain RPM.

The game is relatively easy to pick up, but has tons of possibilities to be very difficult.

The only real issue I had was with the UI sometimes clipping other pieces of text/ui and my pick up key not working.

Good game, great work!

(1 edit)

What a very serious game! This is also a very unique mechanic regarding the roulette. If you intend on continuing development, I have some suggestions/comments for the game.


First, here is some context about what I did during my run:

I played on the normal build (not the untested one). I purely focused black, I alternated between getting black spaces, getting upgrades, and getting perks. I also always tried to bet 10 on black every turn.


What you did well:

The ability to control what spaces occupy your wheel is very clever, and has lots of potential to be built upon.

Your audio. The voice acting is very nice in my opinion, and the music is good and doesn't get stale during the playthrough.

The upgrade and perk system being a slot machine is very cool and perfectly combines luck and giving the player options.


What you could improve:

The UI is functional but it could use some small helpful changes. Things like having a visual health bar so I don't have to just read off of a number, being able to zoom in on my wheel in the upgrade room, and also transitions, so when the enemy attacks its not instantly the moment my turn ends. And also the ability to quit to main menu would be nice. Maybe there's a button for that but I tried to press esc and it didn't work.

The balancing feels a bit off, but that is more so just a product of the game being extremely luck dependent. For example, on the final wave I almost died to the 1st enemy, but when I went against the final boss I killed him in 2 hits, which is odd since I thought he had some sort of shield mechanic.


Overall I think is a great entry, it fits both themes extremely well and as a game has a lot of potential to be expanded upon. Good work!

You all made a really good game! If you're going to continue to develop it here's some suggestions / thoughts I have:

What you're doing well:

The fighting has a good enough mixture of strategy and luck to be dynamic while also feeling fair.

Every fight has a unique mechanic and that makes it so the gameplay doesn't get stale.

The visuals and audio are extremely well polished.

You could have more actions the player can do late-game but as of now there is a good balance of what I can do during a fight


Suggestions:

When you click on dialogue it sort of just skips over the dialogue, instead you can make it so clicking on dialogue skips to the end of the message. It isn't really a big issue its just there were times where I wanted to quickly read what was being said and accidentally skipped the dialogue completely.

Consider adding another music track, it can liven up the game even more!

I was able to pick up on how the gameplay works pretty quickly, but I think you should have the doorman explain each action you can do, since I can see some other people were a bit confused.

I think you should be able to switch targets after your roll when fighting multiple enemies. Rolling something that the current enemy I'm attacking counters but not being able to switch feels a little bit weird.

Have clearer indicators for how much effect my actions will have, like how much will I heal for if I use top off, or how much damage to the enemy will my current roll do.


Overall I like this one a lot and I think you all did fantastic!

This one is very fun! The atmosphere of the game is very serious, as tax evasion is no joke. I love the parkour and how fluid the movement feels.

If you continue development I'd recommend adding moving obstacles to add more complexity.

The game itself is very simple while the spin mechanic is very unique. This is a great combination in my opinion as it felt similar to other standard platformers but the spin mechanic made you think a lot more rather than relying on crazy good timing.  I like it a lot, the long loading time is a bit weird but besides that, fantastic work!

I like your sprites, and the audio is quite nice too.

The game is a good idea, but either I'm doing something wrong or there are a couple of bugs:

Holding the fire over enemies appears to have no effect, but clicking on them instakills them.

At some point I "froze to death" but the game kept letting me play and didnt actually kill me.

More enemy variants could be cool!

Very well done! I like the atmosphere, audio, and sprites.

The gameplay is unique and I enjoy how its not just 1 minigame. I was able to ace the 2 minigames then got wrecked by the boss haha.

I think bob needs a friend, then it'll be nicer to the game show guests.

Pretty cool game Oistar! The dealer is genuinely on some powerball lottery winning levels with how often I was hitting blanks on him. Unbelievable luck aside, this is a good submission.

The audio and visuals are very resourceful. There's not a lot of them, but they're used extremely well. I think the ONLY thing you might of been missing is some sort of background/ambient noise or music. I think a campfire noise or some sort fire in the background would help set the mood very well.

I think the dealers AI could also be changed. I only saw him look at cards and he didn't appear to do any other actions but maybe that's intentional design or just luck. Also its funny how the dealer says "I got lucky" when bro went for a 1/6 shot and missed.

Overall I like this one, not only is the gameplay unique and fits with the theme well, but you designed it to have a very cool atmosphere.

I LOVED this one. My final score was 1062. I enjoy RTS games, and I see a lot of additions you could make that RTS games have.

If you continue to develop this game, here are some suggestions I have:

  • Add keybindings to all actions, especially repair
  • Maybe make enemies / asteroids spawn farther away? It's not really a big issue but they sort of spawn on the screen which can look a bit weird sometimes
  • Maybe make the energy mechanic more critical? Maybe I wasn't paying enough attention to it but there was never a time where I was extremely low on energy.
  • You could allow multiple stations or station expansions.
  • This could overcomplicate the game depending on what you're going for, but adding a 2nd resource of some kind can really help with making the gameplay more dynamic.

What you did very well:

  • The space station design is simple and very cool. It was pretty easy to pick up and still remained relevant later on.
  • I like the music and art a lot.
  • The AI of the turrets felt fair in my opinion, they targeted the things I wanted them to target and didnt stack on something that didnt need multiple turrets.
  • I think the enemy system is good. Occasional hordes of asteroids that slowly approach you, enemies that are ranged, occasional bosses. One thing I would be careful of is making sure both events can't happen at the same time. My run was ended because an asteroid storm and boss appeared at the same time.

Overall, fantastic work!

Fantastic game. Got to the suburbs then the entire facility genuinely collapsed, but this is a great idea that I'd love to see be developed more. It reminds me of FNAF except you get to actually walk around. I think it'd be a cool addition to have some sort of indicator on your screen or a table that showed what was faulty, since sometimes you can miss a battery that isn't on.

Hey Damian, great game! Very serious too! There are just a couple of concerns I had with it. Firstly, I found myself falling outside of the map or glitching into walls commonly. This could be a skill issue on my part but it happened frequently enough to the point where I couldn't really play that well. I also think you should avoid having a delay on turning when you hold the a or d key, giving more control to the player could make the game feel a lot more fun in my opinion. Other than that I found it fun.

Thank you for playing Flynny. I do agree, the game has some obvious balancing issues. One addition I was going to make but couldn’t due to time restrictions was an indicator at the start of the wave that would hint at the question, such as “Pay attention to the enemies” or something. 

Thank you for playing!

This game is fantastic, I especially love the UI. The only 2 changes I'd suggest is that you make the skulls/upgrades speed a little bit more than the player's speed, that way you don't have to stop to grab them. And additionally, the zombie AI appears to glitch out sometimes where they run past the player instead of going for them. Other than that, this is really impressive for a 1 week jam!

Going to be honest I have no idea what was happening, though that may be on me.

Did you make this with AI?

The look of the game reminds me a lot of Ultrakill.  I find the sensitivity to be very low, and the enemies are also extremely slow but aside from that I like it! Well done.

The look of the game reminds me a lot of Ultrakill.  I find the sensitivity to be very low, and the enemies are also extremely slow but aside from that I like it! Well done.

I love the game's concept. The dice rolling mechanic is very unique, and I like the art style. Though I do believe that the game is lacking a little bit in terms of content. An extra type of enemy or more upgrades/customization could go a long way but considering the time constraint this is very well done.

Haha, "Vegan Slicer" was the original name I had for it, "Culinaryist" sounded more fancy.