When I had the idea I thought it would be silly and kind of hard to control, I was surprised how quick I got used to it, glad you like my art! ❤️
CuriousBlobfish
Creator of
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Great game! Really like how you combine the dancers in a sequence and have to take account of the direction they will spin, nice strategy game of buying your dancers and setting them up to maximise your points and different ways and strategies of combing different types of dancers to get points. I had a little trouble picking up pieces after putting them down on the board and minimising the menu so I could see the right edge of the board.
Fun game and nice use of spinning in the controls of the game, I had the same idea for mine. I crashed every single time first playthough (almost made it a couple of times), the story that unveiled in the consequences was really interesting and funny, love the way you wrote it. "Spin to win, Spin to win, Spin to win...". I did find it a bit tricky to land without crashing, maybe having a accessibility setting to give a bit more leeway would help?
This is my favourite game I've played in the jam, I think it took me about 45 mins to an hour to open the door and I really enjoyed solving all the puzzles. Really nice game and level design, sound design, music and minimalist art style that looks beautiful! The only constructive feedback for improvement would be making the wheel rotate a bit slower (or slow down a bit slower so I have longer of it spinning at a slower speed to select the character I'm after) as I found it a bit frustrating trying to get the character I was looking for. I really enjoyed this my time with this game.
Great idea and I really liked the visuals, I found the gameplay a little tricky, I found it a bit difficult to remember what spin I used to fill different orbitals and which ones I'd filled, so some way to represent this visually would be great (unless I missed a way that's represented?) Also love including an educational element of physics / chemistry (although a lot of artistic license was taken in the accuracy of the science).
Love the art-style and contrast between the colourful game and grey environment, game juice felt good and I felt it really captured the atmosphere of slacking off in an environment where you don't want people to realise you're doing so. Fit the theme of the jam really nicely!
Some feedback: the spinning felt kind of unnecessary to maintain situational awareness due to the way the game prompts you, it felt like I could ignore the spinning mechanic, actually I was actively incentivised to do so, as smashing space slows down time but spinning doesn't, so I'd be better spamming space and using shift instead of spinning to see whether anyone can see me. Also, I might have been unlucky but the timing on the final level felt pretty tight.
Thanks! Definitely more of a prototype as I didn't have much time to work on the jam due to work commitments, I want to update it after the voting period to finish adding all the things I originally wanted in the game but didn't get time to add, I've got a lot of To Dos still sitting in my game design document that never got implemented due to time constraints. Glad you got the cute vibes I was going for, it's my first time fully making the art for my games from scratch rather than using assets made by others.
Look pretty nice and I like the idea of building your spinner. I think it may need some balancing as I was losing the 1st match up every time until I prioritised power and then I won 4 matches back to back. Also, some explanation / tutorial about what the different properties do in game so it is more clear would really help make the game easier to play.
Nice idea, needs some work. It took me a bit to workout where on the arrow I needed to click to move the direction and I couldn't find a way to move where the arrow starts. Also the area to click was very small, being able to click anywhere on the back half of the arrow to move the start point and the front half of the arrow to move the point would make it easier to aim.
Cool idea! I found it a bit tricky to extend the yoyo while moving around dodging enemies, if I'm correct you have to move spin the mouse around the player model so the player model spins? So you can't just spin it in a circle anywhere on the screen? That means you have to move it to the right point on your screen while you're actively moving around and avoiding enemies, which I found a bit tricky to manage consistently. I feel it might feel better if you could spin the mouse pointer in a circle anywhere in the game window, so you don't have to focus where your mouse is in the game window.
Thanks! Glad you enjoyed it! The idea of a squirrel raised by birds learning to fly by spinning its tail came to me Saturday morning after watching the theme announcement video the night before. Wasn’t planning to participate because of the overlap with my work trip, but thought the idea needed realising and I wanted to try making a game with all original art for the first time 😀
The flying pigeons were actually drawn while I was flying in the plane for my trip 🐦
Interesting idea of spinning out the cars to take control of another, I initially misread the description and thought the point of the game was to destroy all your sister's toy cars by smashing into them, once I worked out it was a racing game where you switch cars when yours are damaged so you can continue racing it made more sense. The controls took a bit of getting used to, I didn't realise for a while that the arrow keys steered you in the direction they point and though left and right were steering the car left and right, once I worked it out I kind of got the hang of it. Using Esc for getting into menus doesn't work well on the web, where Esc exits full screen, also the game window doesn't resize nicely, as it's a fixed size, also the road graphics could do with being a higher resolution to more closely match the resolution of the cars and blocks! Well done on making so many different game modes in such limited time!
Great little incremental farming game, enjoyed playing it on the train, make the time speed by. Also, I liked the fun little flavour text in the quests.
I have some suggested UX improvements that would really polish the experience of playing:
- Keeping combined items in the combining slots e.g. I want to compile 10 ice spinach and 10 normal spinach, I have to keep putting them in the slots, if I have some left in my inventory if would be nice if the another would populate the slot automatically, so I didn't need to keep adding them.
- If I have seeds selected on my hotbar and plant one sometimes it would be deselected after planting one, and sometimes it would stay selected so I could plant many without clicking on the hotbar,
- Being able to see a tooltip with the names on hovering on a type of spinach or seed would be nice, as I started to forget the combinations I'd already found when trying to unlock crystal spinach.
- When picking up spinach from my farm, every other spinach I picked up, the spinach is added and then removed from my hotbar, that doesn't seem intended?
Really enjoyed this puzzle game, working out the interactions between the tiles and how to rotate them to get the resources you need was fun, and the gameplay of going and getting the resources, fighting off the critters and getting back with all the resources and some health was great, really nice gameplay loop, also the pixel art looks really charming, great job!
Nice 2d platformer, feels good to play, I like the visuals and music. Great job for your first jam!
Some suggestions for improvement:
- some visual effect when you land on enemies and kill them and maybe the player bouncing off them in a mini-jump
- implementing damage or having to restart the level on hitting enemy or spike from the side
- the mushrooms would be more interesting if they changed some aspect of the gameplay when picked up rather than just giving points
I liked the visuals for the most part, I did have hard time spotting the spike sometimes, as they were grey on grey, could have done with having something to make them stick out more visually. Would be good if the obstacles were always able to be avoided, but the shield is a good workaround. Felt quite difficult but pretty complete, maybe if it was slightly slowed down? Celeste has some great accessbility options for it's touch platforming where you can slow down the game a bit to make it easier for people with worse reaction times or coordination issues.
Incredible job to all the team! This game recreates the feeling of dark souls 1 so authentically, from the way the enemies attack to the level design, the enemy placement as traps, the boss feels satisfying and has the authentic feel of a more cut-down simplified version of a dark souls 1 boss. The controls felt a little odd, but I got used to them and beat the boss first try after running out of heals on a sliver of health. For context, Fromsoft are my favourite games developers and I've played most of thier games. I played with controller as I'm used to that for souls games. Also, sounds, visuals and music were all great!
Unfortunatly although I started a recording of my first playthrough, as I wanted to show the creators how I played my first time through, snipping tool failed me and didn't record, but I recorded my 2nd playthrough with OBS which worked.
Things that could be improved:
- The controller not working in the menu
- Playing with controller I experienced a constant drift in my left and right sticks, I think you can configure dead-zones so you need a certain minimum amount of movement from to trigger a valid input




