Man this is challenging to get the hang of but it all works really well together! I love your sprite art style, too!
Cathy Kimport
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Okay that got REALLY challenging at the end. I think the friendly cozy vibes caught me off-guard and I wasn't prepared for something so technically challenging. It wasn't quite clear what I was supposed to do at the beginning (I thought maybe I was supposed to match the suits of the card to the suits on the table?), but eventually with enough fiddling and re-reading I figured it out. Some of the penalties for missing were pretty brutal, though. At one point I got to the next-to-last floor but missed and wound up sent all the way back to the first floor. Ouch! But I pushed through to the ending. It had me hooked enough to try to beat it.
Animation is super good!
There's some serious loading issues though, like 70% of the time instead of taking me to the song, it would start playing in the background and then I'd be kicked into the game over animation.
When the game did work for me though it was a pretty fun rhythm game. It feels like it needs a little bit more something to really spice it up, but you've got a great start to something here.
Really high production values given the timespan. I do wish that there were a way to skip some of the announcer stuff on my second play through, though. And I'm not sure exactly what I need to do to spin as many times as some of the CPU players. The animations and visuals were a super good fit for the tone of the game, I had a lot of fun with it
Oh snap, an actual GBC rom? Wasn't expecting that. Wish I had the tools to get this playing on my old game boy.
This was super fun. So many extra little details here, like the way the bullets spawned in time with the music, and the way the blocking sound would rise up with your combo meter -- they're small touches but they're the kind of thing that really elevates the game from a fun little toy project to a solid gameplay experience.
Thanks!
Difficulty is definitely first on my list of things to address in a post-jam patch. Depending on how much time I still want to devote to this, I'm considering making it so that the difficulty option doesn't just globally affect the speed of the wheels by a set multiplier the way it does now, but also affects things like the target zone width and perhaps even adds entirely new target zones for the multiple wheel levels to make them easier to manage on the lower difficulty levels.
The concept is really cool but I had a lot of difficulty actually getting into the swing of it (pun intended). Never did pass the second level because the enemies were just too unforgiving. From what I could tell, intended behavior was that a solid hit with the flail would do more damage than a glancing blow, but it seemed like sometimes I hit an enemy with a real square blow but they didn't actually take damage from it, and other times I just kinda dragged the flail past them and it took off half their hit points.
With a bit of refinement this could be a super fun game though
Of the rhythm games I've played for this jam this is the one that takes the "spinniness" to heart the most.
The controls were a bit unresponsive to me, though. Sometimes the baton would move the opposite direction around the circle as I was expecting, sometimes it would even just get stuck in a narrow region and wouldn't want to spin out of it
Super cool visuals although I found that the obstacles would frequently get lost when they overlapped with that audio visualizer effect. Also I kept running out of gas not sure what I had done wrong, and it took me several plays before I noticed that there was a fuel bar at the bottom of the screen that the crystals refilled. Other than those complaints a really nice vibe to the whole thing
It's a bit rough around the edges but there are a lot of small changes you could make to really elevate the quality of this game. Try making a lighter colored floor so the character and enemies stand out better, and add a tile texture to it so it doesn't feel like everything is just floating around in space and you get a better sense of motion when you're moving around. Maybe add a spawn animation to the enemies, too.
I had fun though, and made it to the 12th wave
ooof, I am terrible at games like these, but I gave it a go. I got as far as this staircase thing right after unicycling up a tree before I called it quits.
I feel like the art style is actually a good match for the game. It's not gonna be everyone's cup of tea but I think for the tone of the game it's a good fit. The googly eye animations on the main character were an especially nice touch.
I might be biased because I'm a fan of Yahtzee-like games but I really liked this one! Made it all the way to the 9th bounty. The 2x bonus categories might need a little better balancing because some of them were very easy while others were nearly impossible. (I was SO CLOSE to actually getting Garbage Patch on my 9th bounty, but the wheel spun about two degrees too far)
This was harder than I expected it would be after the first level. The percussion level especially threw me off.
The tracker on the replay seemed a little bit glitchy — it seemed like if I started from anywhere except the first note the pitch of everything would be off. It would be nice if there were some better controls to, say, set the start and end of what you wanted to listen to.
But overall a very cute little game
Super good game! Played through all the songs, loved the music, loved the art style, and I really appreciate a game that adds controls that make me feel like I'm putting my entire self into the game. Played this game long enough it almost made me late for a meeting
Only thing that frustrated me is that I didn't understand WHY I was getting misses on the record scratches sometimes. A little clarification somewhere about what exactly it is measuring would be helpful, because I didn't know if I was starting too late, or if there was release timing I was missing, or if I didn't move the mouse far enough, etc. instead of just guessing.
I've played a handful of games that do some version of "add stickers to a spinning wheel" entries for this jam and this one is done the best that I've played so far. Both in terms of game mechanics, with the number of options being small enough to get a handle on but big enough that there's still depth, and also in terms of presentation. It's clear what everything is doing, the graphics are big enough and easy to recognize even when they're spinning around. Well done.
Only frustrating bit, I think the early game might need a little bit of difficulty tuning. If I didn't finish the first two rounds with spare spins to buy relics and stickers, my run would end in round three or four basically every time, so it was a little disappointing to have to restart so many times before getting to a run where I could really get into the rhythm of the game.
I got one run to over a hundred spins with like 15 wheels on the board and that was super satisfying.
My main bit of feedback: I did miss a lot of the mechanics at first (I didn't try the blue star shop button on my first run, I was just focused on food my first run, and on the second run when I clicked the blue star shop there was no tutorial for anything), eventually I figured it all out out. But considering the whole fun of this game is with adding wheels and stickering them up I would make that a lot harder to miss.
Cool concept but REALLY could use some better visual prompting to explain the controls on the first screen. Like a 🔄 symbol around the mouse or something instead of just the button clicking.
And half of the challenge was just the jankiness of whether or not the sword actually stuck to a surface or not. I did make it to the end of the game though. Clever idea.
The spin-based tools are a clever idea -- I love a game that incorporates 'stimmy' kinetic controls like this -- but I think the idea needs a bit more refinement to really work. Like, when I was down to the last two enemies in a wave it was really just down to luck if I was going to hit them while, and it was just frustrating. Same thing while watering crops, sometimes there was a single plant that just wouldn't get hit by any of the water droplets after multiple spins. Points for the concept, it's just a little bit under-ripe.
The core game loop is fun though and the art is absolutely top-notch. I love the character design here.
This is a real polished, well-made entry, I had a lot of fun with it!
Even after I had unlocked all the upgrades I kept playing for a while because it was fun to just explore the depths and see what other new stuff might be hidden buried deep.
If you ever build this out to have more late-game content then I'd love to keep playing it.




