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Cathy Kimport

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A member registered Jun 07, 2020 · View creator page →

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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

Animation is super good on this one.  Got some (I think?) good scores but never really did get the hang of the timing and reliably chaining moves together, I think a little clearer feedback on that kind of stuff would help this game a lot.  But I liked the concept quite a bit!

Animation is super good on this one.  Got some (I think?) good scores but never really did get the hang of the timing and reliably chaining moves together, I think a little clearer feedback on that kind of stuff would help this game a lot.  But I liked the concept quite a bit!

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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.

Real nice, clean, fun implementation of this concept, I like how the different systems play off of each other.  Played a few runs, managed to get a headline with 42899 points.  Very well done.

I saw this on someone's stream and I had to try it for myself, and it left me wanting more levels!  It reminds me of a platformer game I like [understatement] called We Are Eva.  If you made this game longer it would be a really fun game to speedrun.

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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.

Made it all the way through!  It was fun

Hey, we had kinda similar theme ideas for this one!

I LOVE the art direction here.  I would have like to have more headlines, even within a single playthrough, I saw repeats.  Making us try to juggle both public opinion and employer opinion was a really clever mechanic, though it would be nice if the game waited for a beat when you submitted the headline and gave you more time (and maybe more cues) to process how your choice affected your approval ratings.

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.

I did!  It was a busy week...

First thing I'm doing after the judging is done and uploads are unlocked, I'm tuning the difficulty better — this has been pretty common feedback, that a lot of people are finding Normal mode to be more difficult than I had intended

I don't know what I expected. (Arrested Development)

It made me chuckle.

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.

This one had me absolutely captivated.  It seemed so simple at first but before long I was scratching my head trying to figure out exactly how to solve some of the levels.

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Came here to check your game out after your comments on mine.  Ha, great minds think alike!

But I'm not sure what to do after logging in to the PC to check your scores, is there a way to get to Day 2?

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.

Yeah, the difficulty is absolutely the first thing that would be on my list to tune up if I had another day or two to work on this.  I’d want to recruit some playtesters and find that sweet spot.

Glad you enjoyed it!

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Thanks for pointing those glitches out!  I will patch that stuff up as soon as I get a chance… 

Really well-polished game here.  High marks all around.

Only bit of feedback: I almost gave up on the game about two minutes in because in the beginning it is just so slow before you've got enough spins to unlock the first few upgrades.  I stuck with it though, eventually wound up getting to like 20 million wins and a cacophany of bells and lightning strikes and had a good time.

There's so much depth in this concept, I really like the wheel mechanic and I really can see how this would be fleshed out into the kind of game you could spend hours upon hours with.

Some of the basics were kind of unclear though, like enemy attacks.  And due to the depth there were a lot of features I just wound up ignoring because I forgot what they did (like the spells)

This is a really good entry!

chimkn

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There's a lot going on here and I totally missed some of the mechanics my first few plays, like pressing tab to spin the wheel for abilities.  There was stuff going on in every corner of the screen and I just wasn't sure what to pay attention to.  That's something that could be improved upon.   But the core loop is fun.  There's the start of something here for sure.
Was there supposed to be music?  I saw a console message about it but never heard anything.

Disorienting, but fun once I got my bearings.  If there is supposed to be audio, I couldn't hear it.

Didn't rate down because of this but the "Play Again" button on the final screen didn't work for me and I had to reload.

(I hope none of this came off as being snippy, or being mad at you.  I'm just explaining why I'm so frustrated.)

And furthermore… people engage with your game in a different way if you’re actively seeking feedback from them compared to how they engage with it if they find it in the wild, so I’ve learned the hard way that even if you’re reliably seeing comprehension and engagement during playtesting, that doesn’t mean you’re gonna get the same thing after launch…

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I appreciate the attempt to help, but “get feedback as we go” has been standard operating practice for a long time and we still have issues