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CodingCoon

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A member registered Feb 27, 2021 · View creator page →

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It really gave me an awesome game show vibe, and that thrill of spinning the wheel even though you were winning 7-1 was genuinely stressful :-)

Unfortunately, I totally messed up the ending, that was too much for my brain. But really well done, it was a lot of fun.

Hey, thanks for the opportunity. Here is mine:
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4711621

Wow, what a great effort for the jam.
Please, give my game a try: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4711621

Hey, would be nice if you try out my game: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4711621

Thanks for the humble feedback. I will add it to my todo board.

Here is mine: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4711621

Would be nice to get some serious feedback. 

Hey, here is mine: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4711621

And this one needs more attention: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4702135

Then spin to win: 

https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4711621

Wow, this looks really impressive. And the music fits the mood perfectly.

As for improvements: the only thing I was missing was a bit of guidance at the beginning. What am I supposed to do, and why? Maybe you could add some kind of scripted tutorial at the start, where the same thing is always thrown and the player is told what to do.

Other than that, really beautifully made,  a real work of art.

What a bonkers game. That was seriously fun. This was one of the first times in this jam where I actually sat there thinking carefully about what I was going to do. Every decision genuinely felt important.

Really impressive what you managed to create in just one week.

Really great style. Out of all the Beyblade variants, I liked the assembly of this one the most so far because it was designed very clearly. Huge props for including absurd things like the squeaky duck, the “very serious hat,” and bombs as base pins.

Keep it up, amazing work.

Hey, funny concept,  being caught between the chairs of the casino and trying to keep yourself, the customers, and the casino happy. I can almost imagine this being developed further into something like Papers, Please or Teller’s Duty. It’s impressive how much you drew.

A few possible improvements from my side:

  • The pacing could be a bit faster. I often felt like I was waiting a little too long for the next bet to come in.
  • You probably just didn’t have the time for this, but maybe let your UI actually represent the roulette table. The chips could be placed in the corresponding amounts on some kind of surface, and the player could choose between different balls. Honestly, I have no idea whether that’s how you would cheat at roulette.

In any case, really nice work.

And good luck with your graduation.

Hey, cool little game. Great achievement for one week.

My brain had quite a hard time juggling the controls and constantly checking what I was selecting, aiming, or whether I needed to spin. At some point I just ended up running in a big circle, spinning, picking something more or less randomly, and then firing it into the crowd.

I think you’d need to break that up somehow. One of those actions should probably be moved to a dedicated button, whether that’s spinning on Space or right mouse button. I could also imagine putting the abilities directly on the mouse: left mouse button for the left ability, right mouse button for the right ability.

For example, if the bow is on the left, you could hold the left mouse button, a direction arrow appears in front of the player, and only when you release does the shot fly off. You’d have to test whether that brings the player’s focus more into the arena.

Great work, keep it up.

Strong submission. A very well-rounded game that feels super polished.

Small areas for improvement: I think the magazine needs to be a bit more central so it’s easier to see what the next shot is, maybe centered at the top. Otherwise, it’s too much effort to briefly take your eyes off your hero to check the upcoming shots, and eventually you stop doing it because the penalty from 20 enemy bullets flying around is much bigger than missing out on one blood bullet.

I also found R for reload difficult, because I have to briefly give up a movement direction. That can quickly feel unfair when you actually need to run to the right, have your middle finger on D, but also need it to reload. Put reload on Space instead. Your thumb is already there anyway, and it feels physically more powerful when you reload. 

Maybe you could even say: Shift rotates the chamber to the left, Space rotates it to the right, and reload is on right mouse button. That gives the player the option to go, “Okay, blood bullet — I’ll rotate one slot to the right.”

The issue I had most often with spinning was getting 2–3 blood bullets in a row, which meant I constantly had to keep looking back and forth, as mentioned. But if the spin effectively becomes more of a skip, it feels more rewarding. It would also let me save something like the very strong one-shot for the bigger enemies and line it up exactly when I need it.

Other than that, great execution. I had fun.

Interesting approach, with lots of components. You’ve really put together a lot of mechanics that could make for an exciting game.

I think you could make the pacing a bit faster here and there. For example, creeps could appear a little faster, or the transition from the wheel to the three rewards could be quicker.

Well done!

Phew, this is really terribly addictive. :-)

I hit the final segment exactly once and, oh boy, the effects were incredibly rewarding.

Good, solid work. Keep it up.

Hey, honestly, I found it hard to make real progress. When you perform the spin, you inevitably stay close to the enemies, so they basically always hit me. The dead ends on the map were my complete downfall, because unfortunately you also don’t know what is blocked and what isn’t.

As a well-meant tip: from the screenshots I can see that you built a lot of content, and it feels like you put a lot of thought into where the game could go after the jam. Unfortunately, in a jam, you lose most test players if it doesn’t click within five minutes. Try to focus more on the first few minutes here. Throw players straight into the action and give them the chance to understand everything within the first few minutes, so they feel motivated to keep going.

Show how far the spin hits, and maybe make the cooldown shorter. Once that works, you can add more levels after that.

At the end of a week, nobody expects a perfect game with tons of levels. What people usually expect is a first impression of an idea that can be built on.

Hexagons are bestagons.

Cool design and art. Great game concept. I didn’t get particularly far, but today is simply way too warm of a Sunday for that. :-) Still, I really enjoyed the characters and their chatting. Great elevator transition, it fit the game perfectly.

Small suggestion for improvement: let the player use the mouse wheel to cycle through the circle options, so they don’t always have to move the mouse down to the bottom left.

Wow, that was surprisingly fun. It took me a little while to get into it, but then I was quickly hooked. Great work. It feels polished all around. I thought I could break the meta with Attack Speed and Vampirism, but it didn’t carry me that far.

An all-around successful game.

The game really hits the nail on the head with its theme. Great idea with the turtle and a fun execution. And the art is the cherry on top.

In case you’d like some feedback:

  • The first enemy type should die instantly when you spin through it. That would really give the player a strong sense of how powerful the spin is. I felt like I had to stay on top of it for a bit.
  • At the beginning, you can definitely throw more levels at the player. Unfortunately, it felt like it dragged on a bit.

A small bug I noticed: when I die and want to play another round, the sharks’ hooks remain in the next run. I got hit immediately ^^.

Really great work, keep it up.

Cool design and a nice, consistent style. I’m just wondering who put the dynamite in the cage.

Great concept with a fun execution. I like the multiplier, which means you have to choose to take risks in order to score higher. There should be more office games.

Thanks for playing and for the feedback.

Yeah, unfortunately, I only noticed that bug yesterday. The second popup simply tells you that you were successful.

If I continue working on it, I have more biomes in mind, each with different rules. For example, with the desert theme, water consumption is higher.

Thanks for playing and the feedback :-)

Hey, thank you so much for the detailed feedback. I really appreciate it, and I think it’s totally fine if there’s more of it.

You’re right, there’s still a lot of guidance missing. However, the fact that you first have to figure out where to go is intentional. The basic idea was also that I considered generating the map randomly each time, but that would have made testing much harder for me in the short amount of time.

I also wasn’t able to fully implement the layout part. While testing, I already noticed myself that I basically kept placing everything at the front so I could then run into somewhere with the group. To address that, enemies were supposed to spawn every few seconds and actively attack you from the side, so that you would at least have to secure those areas a bit. The dungeon/temple was also supposed to have a larger layout, where enemies could come from both behind and in front of you, making you more likely to use a tight formation there.

You can find the art in the credits. I got most of the stuff from Krishna Palacio. He has great 8-bit sprites with many different biomes. From Elv Games, I mainly used Rogue Adventures for the temple boss and the equipment sprites.

Regarding the last point: do you mean that the companions should be able to die? Because they actually can. Either you didn’t notice it, or you had items with HP regeneration. I’ll be honest: it’s very possible that a lot of things here are still totally unbalanced. Seven days is unfortunately a very short time.

In any case, thank you so much for playing and commenting. :-)

Good start for a fishing game.

I was missing a bit of tactile feedback. Where do I need to click to fish? Do I actually have the fish inside the circle segment right now? How much longer does it need to stay there? Is it really possible to catch the fast fish?

Add some chill ocean sounds on top of that, and you’ve got yourself a cozy game.

Haha, the ending with the roast made me laugh.

Solid concept, and definitely something you could build more gameplay on top of. It felt really rewarding to slice straight through the enemies with a fully charged bar, and it was always a little risky to keep charging it longer before the enemies closed in.

Impressive what you built here in just one week,  and on top of that, coordinating so many people. Really great achievement.

Personally, I think it could have used a bit less story. Especially when judging a game jam, you don’t have much time and would rather jump quickly into a match and try things out. For me, it would have been nicer to start with an opposing spinner that you can simply push around, letting you learn the controls and experiment for yourself. After that, the story could be introduced bit by bit.

But that’s just the cherry on top. In the end, top graphic, top sound, top spinning.

This is really awesome, cool, simple concept, very well executed.

It’s honestly amazing how much chess changes, and how my brain just can’t handle recognizing obvious checkmates anymore.

I added it to my collection so I can try it out with my friends.

Cool that you made everything yourself. I always like concepts where something moves around planets.

Could you maybe write the controls somewhere? I only found out by trial and error that you can launch yourself with Enter. And is my goal to get as many points as possible?

Unfortunately, I don’t know how to play Go, and I also don’t understand whether I’m supposed to play and win as White or as Black. Maybe you could add more guidance on the itch page about what the player is supposed to do?

I absolutely love the art style and the SFX too... “too slow...”, thanks, Madam. :-)

It honestly took quite a bit of brainpower for me to move and start spinning at the same time, which is why at some point I switched to just standing still and focusing on spinning. Maybe there could be a bit more incentive to keep moving, but of course I understand that one week isn’t much time.

In any case, great work, keep it up.

Can anyone top 2000$ earnings?

Really great look and presentation. I love coffee.

Small improvements: Help the player understand what they’re supposed to do. Instead of just showing “SPIN,” you could display a large coffee grinder in the UI, with the crank wobbling back and forth, so the player can imitate that motion with the mouse.

Thanks for the feedback. Can you tell me what screen resolution you're playing with? I guess I should test it with different resolutions anyway.
I'll add the thing with the stats to the current to-do list, it'll be included in the next update.