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Cheruboom

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A member registered Jan 11, 2020 · View creator page →

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I liked the puzzle aspect of not only having to solve wheels, but also look at whether the enemy was attacking or blocking and picking the best card to use.

Likewise it was nice to be able to have the delay effects so I could have other cross-turn tactics to consider.

Overall I found it an enjoyable game, and it wasn't too difficult to end up victorious. I did think there were some balance issues, however, with most cards being unable to do any worthwhile damage while the opponent was blocking. The card with delayed self-damage with a 20x attack (for a maximum of 80 damage) felt easily the best possible card in every situation since you could just outpace the enemy even while you hurt yourself, and combined with lucky draws of delayed defense, or defense to counteract the delayed self-damage, it didn't really feel like it had any significant drawback to getting to lay down 80 damage.

Definitely could've benefitted from a longer jam period and just having more polish in terms of backgrounds and sound effects, but what was there was enjoyable and a fun execution of the idea.

Cute, I liked it!

I really love games where I get to combine things to get more or less powerful other things, and this game does that which I love <3

The game was a very solid and enjoyable wave-shooter vampire-survivors-lite joyful thing, and getting to switch weapons on the fly to counteract resistances was nice. The weapon combinations did end up feeling a bit limited since I often wasn't choosing what I wanted and was more just taking the most powerful wheel combination available (this may have been a skill issue, but psychologically I saw an optimal wheel so I felt I had to take it, even if I was switching weapons knowing there was fire resistance coming and the optimal wheel I was switching to was another fire weapon :P ).

Also I wasn't really really sold on the +Range/+Tracking "choice" since both ended up feeling not super important with the simplicity of the movement and hitboxes. Hitting things further away wasn't super important since it was pretty safe to get close to enemies (and enemies were going to get close to me regardless), and tracking wasn't that important either when enemies were slow and easy to hit. 

Maybe a smaller thing, not so much about the gameplay, but I did really like the opening screen information panel. I didn't really make proper use of it until my 2nd attempt at the game, but being able to actually read through everything that was going on in the game was very nice, especially for a game jam where it's so easy to just make incorrect assumptions and play games "wrong" :P 

Great entry <3

An excellent entry. Loved the story and especially the ending. 10/10 lots of notes:

I really liked that all of the minigames clearly had effort put into them, with their own SFX and additions to the dynamic soundtrack. Super sick to see it in a game jam. The vibes were there and the graphics worked and it was all very solid.

I had some small My-Fault frustration with the Galaxian minigame since I mistakenly thought that an enemy ship reaching the bottom of the screen would reset the entire minigame (I think I tried to move away from a ship, and the hitboxes were just a bit bigger than I assumed, so I didn't register it as "I was hit and the puzzle reset" and instead thought "I have to destroy all the ships before they reach the bottom or the whole game resets" which of course isn't how it works, and it's a lot more punishing if you *think* it's how it works, and stop trying to avoid the ships for an extra chance to shoot them. Once I realized I could safely move away from any ships that were overlapping bullets or that I couldn't reach in time it became a lot more tolerable.

The main thing I would hope to see improved in this entry would just be the pacing. I felt that nearly every minigame was a bit more "mini" when it should have been "micro". Unless I was missing some strategy for rock-paper-scissors it seemed like it was just an RNG gate that you had to wait to get through, breakout (that I thankfully only had to play once :P ) was pretty sluggish, and Galaxian while I was playing it wrong obviously took WAY too long since I was resetting it about 10 times for each time I beat it (oops hehe), but even once I started playing it correctly it was more Galaxian than I probably wanted to play while also having the other minigames to complete. Oh, and the Dino game :P I think 3 would have been a much more feasible number of things to jump over :D I think it would have smoothed the gameplay out significantly if each minigame had ~3 length variants, (Dino jump 3x, 5x, or 8x; 1/4th board Galaxian, 1/2 board, full board; same for breakout, etcetera), and it did some rudimentary "balancing" so you wouldn't get a full Lockpick segment of full length minigames. Obviously that would've been more work during the jam's time constraint, yadda yadda, just thought I'd give some feedback regarding the pacing since it was honestly my only serious issue with an otherwise stellar entry.

Great work, and great job getting something submitted to the jam <3

Version 3 is the same as the Jam version, it just now includes a .txt document that explains how to play a bit better :P 

A really joyful jam entry. The concept, the art, the music and sound design, all really phenomenal. The controls were a bit too slippery for my tastes, but I suppose if I had thought about it I could have just toggled my mouse's DPI down, so maybe that one's on me :P

The main wheel mechanic is there, and having it not directly be tied to any sort of "winning" or "losing" was a refreshing change of pace as I play through all the entries. I still immediately tried to find a winning strategy, of course (my theory was that I should just pick the 2nd smallest segment for all options since that would get the most neutrally correct photos :P my theory was misguided), but when I let myself just relax and enjoy the non-competitive, non-task-driven bird photographing it was a delightful experience.

Also I said it earlier on, but the music and sound design was really good, and really added a lot to the experience. Not something super common to have stand out in a jam entry, so I figured I'd expound upon it a bit more :P 

Excellent work and a great entry <3

Definitely in need of a good coat of polish, and maybe a touch more time in the oven besides that, but some solid bones to work with. A For Honor-ish combat system with wheel inputs is intriguing, but here it's definitely held back by being able to freely put inputs as quickly as possible to spam down the opponent

I was interested in there being a positional element, able to move around and presumably choose when/where to encounter the enemy, but I didn't feel like it had much of an actual impact on the combat. It was nice though being able to move around and treat the game more like the 3D environment it is, instead of just being something more static like Punch Out. 

I'm thought the sound design/combat sfx were appropriate and helped to ground the combat a bit, in a way it definitely wouldn't have been if they had been missing. And having the animations being tied to the directions of the wheel was a good touch as well, another aspect to help sell what it seemed you were going for.

If you keep polishing this and get it to a more finished/playable state for the collection I look forward to seeing what becomes of it.

Hit a 3:25 on my first run which I shall be proud of!

Honestly a pretty nearly perfect representation of what it means to Wheel-Jam. The microsoft powerpoint level introductions were art, the end screen was art, I really liked the character and sound design, and things were pretty great.

I wasn't *super* fond of the licking direction being locked until you'd used all four, since most the time it was just the game telling you to do a bunch of unnecessary attacks before you could attack in the direction you wanted again, and I felt like the level design could have possibly played with that a bit better by avoiding enemies that you could really only attack from one angle. But perhaps that was just me being bad at the game and not making strong use of rotating good power values to where I needed them. I think something I would have really liked to see was having a more tangible effect from the power value, like having the attack have a greater range/aoe at higher values instead of just doing more damage.

I also felt like I should've gotten some health back from eating enemies, or have something to eat that would heal me. I didn't end up needing it, and felt like the difficulty was fine, it mostly just felt odd to be eating things and not healing from it :P 

Phenomenal work on the game, and a great submission to the jam <3

Truly nightmarish in a way that I believe is nearing perfection. I absolutely almost got filtered by the tutorial where I could not complete the lockpicking segment, so it became very clear to me that the only path to success was to ensure that my engine simply never take damage.

My favorite of the mechanics was the oil tank, which makes sense since it wasn't the lockpicking I couldn't do, and the other two were just spam clicking :P But it was nice in that you could clearly see problems approaching and it gave you some time to fix them. It also wasn't an immediate fail state (even if close) if a single leak spring for a fraction of a second. 

Having to spam click as fast as possible was a bit of a limiting factor on how long I could play, and I was far more beat up than my engine was before the three laps were over. I could see this concept having a lot of promise if it were slowed down by several factors and didn't demand so much physicality out of the player. But the one-mouse-band approach of running all the different car systems was fun, and the art was cute, and the music was fitting, so overall I had a pretty fond impression of the game :) 

The vibes are there and I really like the usage of the statues and general aesthetic to create all the surrealism and such.

I will freely admit, however, that I simply am not a fan of "The game is figuring out how the game works" games, so I can't really give much feedback on gameplay that wouldn't be super heavily biased because of that :P 

I did like the silly little plodding bloops of the mannequin jerkily trotting around, though. Most I could comment on has already been said by others, so I'll just say it's great you got something done and playable and submitted, and I only wish I could understand what it actually is :P 

Lovely aesthetic and concept, I really like the dungeon environment since it goes hand-in-hand with lockpicking. I had some issues with the gameplay which admittedly is partially on the browser. The general slide-y jumping movement was fun, and I liked the idea of having the teleport. I didn't feel like the parkour-ish movement really meshed with the lockpicking, more like they were two fairly opposing ideas that got slapped together, since of course the movement and the chasing shadow wants you to go quickly, but the lockpicking (aside from just outright stopping you) really forces you to slow down and take your time. Maybe I was just bad at it, and it's possible to pick the locks smoothly/quickly, but I couldn't get into any kind of rhythm with it over my attempts.

Some little nitpicky things: I feel like the orb's hitbox was a bit too punishing, and the gaps to throw it through a bit too small. It just bounced off the lip of the gap 90% of my attempts which *was* a skill issue, but I didn't feel like it needed to be a skill-check in the first place :P  I also wasn't super stoked about the "recall" not being instant since it doubled down on punishing those mistakes. I also felt that the game badly needed some kind of feedback on the teleport; I got disoriented by it pretty much every time :D

Great job overall, though :D

Delightful little tower defense with a superb aesthetic. Art direction and procedural animations and environment design and sound design are all honestly better than a lot of fully-fledged commercial indie games which is super impressive to see in a jam entry! Huge congratulations to you for being able to pull off something so slick and joyful.

The gameplay was a delight, although I did find myself cursing RNG across both of my two runs where I felt as though all the "good" pieces I was finding were all of the same type (first run I got swamped with High-Quality purples, second run it was yellow :P ). There were a few balance-ish things that probably could have heightened the game even further, but they were all quite minor. It felt a bit silly to be able to just put all my towers in roughly the same place (with shred up front, of course) making the level design fairly inconsequential. It also felt like there was very little reason other than impatience to just build everything near the end of the level so as to always be close to the "rare" spawns. Similarly, everything other than the rare spawns felt fairly useless, since I never really felt any need to use them. I threw together some budget towers more to get them out of my inventory than anything else (and I collected them because of course I did because they were there and they made satisfying dinging noises when I hit them). I did feel like there were rare opportunities to get super punished by RNG where the segments could be arranged in such a way where you were unable to do anything to use them effectively, and that just feels kinda icky if you run around, get 4 to 6 potentially very good segments, use them all to try to make a great tower, and then through no fault of the your actions the order of the segments decides you get an exceedingly average tower instead. 

Anyways, I've lost track of what I've been rambling about, so I'll just start over from the beginning and be more brief: Lovely game, very impressive. Very fun, but feels a *bit* "solvable" assuming you don't just get horribly battered by RNG. The wheel did feel a bit more like a gimmick than a true core part of the experience, but I enjoyed it as a gimmick nevertheless.

Phenomenal work on your submission <3 

I think I can see the vision, but it's a bit far away from something workable as is. Great that you got something made and submitted, but really could have used *something* to convey to the player feedback as to whether a segment was positive or negative *before* selecting it. If there was some means of parsing the text around the character portrait as a key for what interactions they'd favor, I was unable to discern it

Furthermore, the endless-running didn't seem to have any effect on the game, and I'm not entirely sure I would have liked it more if it did. Getting myself to understand and paying attention to one thing is often hard enough :P adding two unrelated tasks to multi-task on can be a tough order to get enjoyable.

Regardless, submitting something alone is a success, so it's good that you got something made <3

Mirroring what dsinkerii said, I really wanted to see the wheel used more, and truthfully only found the wheel once I started actively looking for why the game was included in wheel jam :( jams are short and there isn't always time to get to everything, which I understand, but the wheel really felt tacked on as opposed to a highlighted feature.

Taking the game as it is, however, there was a lot of charm. Bar-tending games are always fun with getting to learn recipes and mix drinks to fill orders, and although the controls took a bit of figuring out (I struggled to pick up and place glasses for a lot longer than I probably should have) I liked the dungeon-crawler-esque navigation. 

The drinks had cute names, and I liked that there were a handful of glass choices instead of just throwing everything in the same type of cup, especially considering the "amount of fill" angle to things. That having been said, I had absolutely no clue if I was getting anywhere near the correct amount of drink in those cups. Probably something that would've worked itself out if the wheel-drink-pouring aspect had made it in, since then there could be some math puzzling to see directly how much drink is getting added. 

Some less significant issues which I assume are mostly just due to time pressure, but maybe it'll be helpful to have pointed out: I didn't understand at all what was causing me to lose "lives" the text implied it was from taking too long, but I couldn't really tell what was measuring that. My best guess is the color of the bar was going from green to red? But I didn't really notice if that was the case while playing. Also there wasn't really any downtime (that I found) to restock, nor did I really feel like I needed to restock in general since I never got far enough to run out of any drinks (maybe just luck of the draw with the recipes/fill-amounts people wanted).

Also as a side note, I think you could *cheese* (hehe) the shopkeeper by solving wheels until you get a perfect discount, purchasing nothing to reset bad discounts and then just adding everything to your cart *after* you have a good discount and purchasing for cheap.

Mirroring what dsinkerii said, I really wanted to see the wheel used more, and truthfully only found the wheel once I started actively looking for why the game was included in wheel jam :( jams are short and there isn't always time to get to everything, which I understand, but the wheel really felt tacked on as opposed to a highlighted feature.

Taking the game as it is, however, there was a lot of charm. Bar-tending games are always fun with getting to learn recipes and mix drinks to fill orders, and although the controls took a bit of figuring out (I struggled to pick up and place glasses for a lot longer than I probably should have) I liked the dungeon-crawler-esque navigation. 

The drinks had cute names, and I liked that there were a handful of glass choices instead of just throwing everything in the same type of cup, especially considering the "amount of fill" angle to things. That having been said, I had absolutely no clue if I was getting anywhere near the correct amount of drink in those cups. Probably something that would've worked itself out if the wheel-drink-pouring aspect had made it in, since then there could be some math puzzling to see directly how much drink is getting added. 

Some less significant issues which I assume are mostly just due to time pressure, but maybe it'll be helpful to have pointed out: I didn't understand at all what was causing me to lose "lives" the text implied it was from taking too long, but I couldn't really tell what was measuring that. My best guess is the color of the bar was going from green to red? But I didn't really notice if that was the case while playing. Also there wasn't really any downtime (that I found) to restock, nor did I really feel like I needed to restock in general since I never got far enough to run out of any drinks (maybe just luck of the draw with the recipes/fill-amounts people wanted).

Also as a side note, I think you could *cheese* (hehe) the shopkeeper by solving wheels until you get a perfect discount, purchasing nothing to reset bad discounts and then just adding everything to your cart *after* you have a good discount and purchasing for cheap.

Having read some other comments I now see that the invulnerability was a bug? I thought it was maybe an intentional effect since it persisted to all new worlds I created while messing around. At first I thought I could swim through lava because of my "Chilly Aura" which was neat, but then I realized nothing was attacking me either and that seemed wrong :P Made the Endermen jump scare a much more forgiving price to pay for my free Elytra, though :P 

Overall if the goal was to stick the Persuasion Wheel in Minecraft you get 10/10 because you absolutely did that :D The progressing bar, the little 'ding's of warning that it's going to pop up, the UI for making decisions and interacting with the wheel all felt great and I was surprised at just how good of a job you did getting the wheel to work.

On the other hand, the gameplay changes felt a bit too random for my personal tastes. I've never been into pretty much any random event mods in Minecraft (I am boring and like skyblock things usually where you just grind repetitive tasks to make known incremental progress :P ) so it's not the kind of thing I would look for or choose to add. But that's absolutely a personal tastes thing, and I can fully empathize with the time constraints of a game jam maybe encouraging the most expeditious means of sticking a wheel somewhere!

The events I saw were fun and varied, I didn't get anything too crazy (I think I saw about 7 events, 4 in a single "play-through" trying to get a feel for the mod, and then I just made worlds to get the starting event), but they were nice. The wheel is occasionally cruel and sets thing up so I think mathematically I couldn't have won? I dunno how it worked in the back end, but if the segments had the multipliers I thought they did then one time I did a "correct" solve but still got text that implied I failed, but I could have just been misinterpreting things.

I probably would have wanted a longer time between starting the game and the first event, but I ended up appreciating the way it was since it let me see new events more easily by just spamming new worlds, just the very first spawn in it felt a bit jarring to have it start right away :) 

Anyways, sorry for the suffocating wall of words, great job on the jam <3

Figured I'd copy this here from the game page to increase it's visibility for jammers

INSTRUCTIONS: 

Navigate the game like you would a PC desktop! Click and drag windows and Candidate icons to move them! Double click on icons to open new windows! Read your emails! 

Note that candidates are "files" themselves and can be double-clicked to view additional information about them! <3

🎃

I wanted to go around and start rating/commenting on some of the other robot building games <3

I like the idea of having the material gathering portion, and the balance between wanting more materials but then needing more time left over to build using those materials. The combat probably wasn't my favorite but I did really appreciate that the different moves had different animations and sounds. Great work!

Yeah, ideally I would have like bindable "actions" to group things together and you'd just set all the wheels to the Drive action and it would behave the way you want, but I struggled enough getting the existing system to work :P
Glad you enjoyed it <3

Of the games I've rated so far I think this is the one I've most felt could be a full game if given time to flesh it out fully <3 The art is perfect for the mood of the game, the chaos of the misfires is top notch. I think there's a lot that could be done with this idea similar to the Hitman series, sure you can drag your gun around and get it pointed in the right direction and fire, but wandering around and luring the target places by turning on the microwave, or going through the trouble of dragging all of the ingredients of a sandwich onto a plate (along with some found and carefully dragged into place rat poison) getting him to come and take a bite, the possibilities for scope creep are endless :D 

As a side note I found it very amusing that I could get myself flung onto his desk and then dismantle his computer while he continues working away :P

Simple and very well executed. I find a lot of these kind of world-manipulation type puzzle games can be super finnicky but this one was very clean and behaved just how I wanted it to at all times, never getting in the way of finding the solution <3

I also appreciate that it was not too spooky for me :D Good vibe, fun simple gameplay, great job!

A very interesting concept with a nice mechanical interpretation of the literal theme. Unfortunately (for me) being able to take screenshots kind of defeated the fun and sure it's cheating and I could just not do it, but I dunno I guess it's just one of those things where knowing it's possible makes it less thrilling :P

The camera was a bit wonky for me, but most everything worked the way I felt it should. Great entry!

A very fun little romp. I really liked that you could see the bedroom in the background, a nice little touch to fit the idea of the game. The physics destruction was fun, but I might've liked having a little radar that pointed me towards recharge stations so it wasn't just trial and error to find how far I could explore before having to restart <3

Congratulations on receiving the prestigious award of being the first "Platformer where you can change your character's size" game that I've played of this jam :P The platforming was a bit stiff and unforgiving and I bonked my character's head a whole bunch making me miss jumps, but it was very nice that the levels all had different themes and mechanics so you weren't just rehashing the same platforming gameplay for each one. Great job <3

I shall now proceed to share a comment that exclusively talks about style and sound design and not mention the puzzles at all :)

Jokes aside, the puzzles were a lot of fun! I think I would've preferred to see more simple interactions with the brush mechanic like just running towards walls and pushing them away from you to progress down previously blocked hallways so that you aren't always having to find the "correct" way to move things and can instead just push the world around. I liked the opposite a lot less, I think Caged Construction was my least favorite, since it felt fairly straight forward and just a bit tedious to run back and forth pushing and pulling to get things where you want them.

I accidentally softlocked myself on basement dweller twice, which was unfortunate and was the only puzzle I didn't solve since I didn't want to redo it again, but being able to raise a block by looking at it and jumping, and then not being able to jump and lower it from the same height was a pain point for those reasons. I felt like I should be able to re-lower something I had been able to raise, but couldn't get the extra block of height necessary to do it.

Sense of Direction was my favorite as it felt clean and contained and like everything worked exactly how I wanted it to. Burning Bridges was a close second for similar reasons <3

Adorable mouse game 🐭<3

Having the dual perspectives was an interesting change to the platformer, although I would've liked to see more connection between them, like by having Al move furniture around to help Squeaker reach different ingredients. (Obviously that's a lot more work, so I'm not suggesting you should have done that, just an example :) )

And as a very minor thing, I think there may have been friction when jumping next to a wall? I'd often get kind of stuck trying to jump up the books to the left of the monster part, but it wasn't a big deal :P

Super creative and very stylish. Loved the look and sounds and I couldn't be too upset about my numerous deaths because of the satisfying crunchy sounds.

That having been said, I was still often quite upset about my numerous deaths :P I think the difficulty was a bit too much on the punishing side for my tastes since it didn't really feel like it came from the "playing" part of the game (running and jumping) and instead was a chore enforced upon me in keeping the camera following my character :(

That negative piece took a lot more words to say than the positive piece, but only because I wanted to be clear about what I meant, not that I think it deserved more space than the easy to say initial nice things :P It really is a phenomenal entry <3

Very cute art and enjoyable puzzles. Reminded me of Deepest Sword with the puzzles re-using areas differently depending on the player's size. I think I would've preferred if it was easier to not use a portal, but that would probably have broken many of the puzzles. Was just a bit frustrating sometimes to have a portal spit me back through itself when I wasn't wanting it to.

Struggled a bit with this one. Made it to a puzzle with a blue and red box, a blue and red switch, and shrink arrow, a grow arrow, and the goal one size smaller than me in the top right corner, and nothing seemed to behave the way I expected it to :(

Some neat Sokoban mechanics I haven't seen before, though, and the levels I did solve were fun <3

Fun to find a path around the house that lets you burger-max dependent on the size. Nice clean art. Not sure if it's intentional that you can't look all the way down, but I found that to be a minor pain-point. Great job, though <3

Unfortunately I had some difficulty getting this game to work properly :( The camera sensitivity was absurdly low and none of the plants seemed to grow for me. Also cows and water creatures didn't seem to show up.

Congrats on making your first game! Always a fun time to shoot some books in the woods.
'B' might not have been my first choice for changing size, but that's alright <3

A fun game with some great vibes. The balance could use some tweaking since there really isn't any way to dodge the enemy gunners and it effectively becomes luck whether you'll get enough kills before you're pinged down to zero health. The procedural animations were fun and it was delightful to headbutt large groups of enemies into smithereens <3

A delightful little arcade-y game <3 Clicking squares makes my brain happy.
Also I don't know if it's intentional but you can just click on the side that you're meant to be copying and it works the same, which felt a bit cheaty to me :P

I think I won via the normal way which was a fairly ordinary platformer, but honestly I had way more fun going the "wrong"(?) way and looking at all the stuff to the left of the castle. Made it all the way to the end of the world which I considered a much more satisfying victory <3

Phenomenal game, not quite as much theme adherence as I'd probably like to see, but very well executed. I think I needed a tiny bit more hand-holding than the game provides but I was able to beat it so maybe the difficulty is just right. 

Very cute art, unfortunately battles seemed to end as soon as they began. The tile system was interesting and took a bit to figure out, but hard to know how it actually plays out without seeing how the battles progress.

Liza is doing her best 😭

Game is very cute and I had fun stomping around. Would've been nice to be able to non-destructively get resources since I wanted to be the best Kaiju I could be, but also fun to have to blow stuff up to rebuild. Great job <3

Pretty cute aesthetic and a fun idea. I liked finding the secret passages for when I was tiny. Unfortunately I couldn't seem to find any way to interact with any of the loot, but it was still fun to zip around the level.