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Cthuflu

34
Posts
4
Followers
24
Following
A member registered Jun 13, 2020 · View creator page →

Creator of

Recent community posts

Wheel!

There’s something interesting here, and I think I get where you’re going with it; I would want to see it fleshed out.

I also couldn’t get out of the loop of Plan -> Play -> No Movement -> [GOTO 1]

Wheel!!!

This has such a nice gameloop, very relaxing.

There is a distinct lack of fishing games and I wish more people were brave enough to explore the genre.

Wheel!!

Back to the roots, you made something that closer-resembles dialogue instead of a simple abstraction of moods with actions.

Also, initially I walked up to the first tree and was suddenly teleported to a debug level.

Wheel-ish!!!

You did it, you deconstructed the wheel to its base mechanics! This has a lovely little game loop and great juice for interactions.

For running under Linux, I did have to explicitly use Proton (Experimental) rather than Wine.

W-W-W-W-Wheel!!!

Very spooky atmosphere! Having to manage the wheel health while searching for keycards adds on another layer to the stress of horror.

ded

Wheel!!!!!!!!

Fantastic visual design, great juice, and wonderful to play!

I’m nearly speechless, I just want to play more.

Real!!!

This is a neat system, you’ve brought the wheel into the tangible plane.

CatCatCatCatCatCatCatCatCat

Wheel!!!!

Such a unique take on interacting with the wheel, with just the right amount of juice for chill interactions.

I want to play more.

Wheel!!

This wheel design is wild! Love the little wizard dudes! You perfectly timed their screams.

It’s a little hard to read the wheel, but fun to play around with anyway.

Wheels!!!!!

You have a neat concept for a turn-based puzzler here! I had a bit of difficulty figuring out the movement without some sort of preview, but being able to reset is a good way of allowing the player to explore it to learn.

I’m interested in seeing where you go with it!

Wheels!!!!

Love the on-rail shooter implementation, it’s difficult and wildly arcade-y.

Also had a bit of an issue trying to reload, I thought shooting the edge of the screen had a margin where it could be done; rather than nearly clicking off-window.

Wheel!!!!!

You’ve thrown the wheel into tower defense with immaculate y2k hyperpop aesthetics. It’s difficult to track the foes but hella fun to have game over.

I love this.

Wheel!

Yep, that’s a nice wheel!

Wheel!!!!

Incredible combat system, I want to play so much more of this!

Wheel!!!!

This sort of puzzle interaction with the wheel is so fun to explore with.

Wheel!!!!!!!

Great juice, design, integration into the game loop.

This one is hype, dog.

Wheel!!!

Great vibes, Juice, and Design all around.

We are all love Mothman.

Wheel!!

Spun in a different direction with this one, you nailed a gnarly puzzle with the third level!

(1 edit)

Wheel!!!!!

The vibes, the visual aesthetic, the gameplay loop – all tight.

LIL DUDE ALSO SCARED ME RIGHT AWAKE.

Wheel!!!

I had so much fun juggling the wheel with this one!

WH33L!!! :3

That is a real funny car.

I nearly got launched to space twice, when makes my rocket piloting better than my driving for this game.

Wheel!!

Mixing into the RPG system is nice with balancing around different characters having more optimal wheel positions. You have something good here!

Wheel!

Turning the wheel into a counter-buff mechanic is a really interesting take! Having death be something other than simply ending the game adds a really good narrative component.

This is an important piece of art

Wheels!!!!!

Wild strategy! The dynamics of the relationship system with the CPUs and the limits of each action is really fun. With a pass at the camera changes and a bit of juice I could find myself hooked on this one.

I understand exactly, I rushed to add one to mine in the last couple hours.

I’m thinking, on going back to this entry, I may change it to either a color-coded bar or something more “filled means good range, empty means bad range”.

There aren’t too many points where the game could crash, which may have something to do with the music and emails stopping; there should have been a fade-to-black game-over or day-end screen and that may be part of the crash.

What browser and OS were you using?

Wheel?… Oh, wheel!

Surreal, and like totally liminal! Wild ride while waiting for a wheel to wedge itself into the game. The message marquee is a nice narrative touch.

I started trying to hop and crouch around, thinking I could dodge the harbinger of doom.

Wheel!

Good prototype! It felt a bit tank-like to control, which can be a great thing to lead into.

(Also thank you for noting Firefox on Linux as having an issue)

M-M-M-M-MULTIWHEEL!!!!!

Nice sounds and art! Cook, Serve, Wheel is a great use of the mechanic! Was confused for a second post-first-serve, didn’t initially realize “after 2 minutes of serving” meant “serve as much as you can in 2 minutes”.

I’m hungry now.

Wheel!!!!

Nice simulacrum of daemon-slaying as an office-job-type-deal with a unique visual wheel design! I’m a sucker for a good dither effect. I managed to one-shot the earlier enemies so I was unable to see the full wheel action until the 4th or 5th enemy.

Slight bug or intentional design? Surrender froze the game (Firefox on Linux)

Wheel!!!

Neat take on throwing the wheel mechanic into a JRPG. The design is cohesive and has some good juice!

In JRPG fashion I would speed-read dialogue and mash the action button to continue, accidentally activating the wheel when there isn’t a “Press and key to continue”

Wheel!!!!!

Well polished! Has a lot of The Good Juice in a tight gameplay loop, nice deck builder system. I liked the trade-off between choices that, a player who would take a step back and look at what they’re scoring, would realize “oh wait I could use that as a turn”.

Also, works great on Wine.

thank you!

It’s about managing the stats to get “work” done; as this is a game jam entry, this prototype is only about managing stats and not doing the “work” given for sake of scope given the time. If there is interest I may go back and tune this after giving it some more time to digest.

Good/bad is about bringing things closer to a “good” range or a “bad” range – so for focus that would be more focus, and for stress that would be less lower stress.