Feels a lot better now to see it at a glance - good job!
drainkid
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i think honestly it would be fine as-is, if only you got some checkpoints to smooth things out - old school arcade shooters dont have checkpoints, but they allow you to pay for more continues; the intense difficulty of them is a way to push that. Not having a feature to continue, but still having that difficulty, makes it super punishing because dying can mean getting sent back several minutes to gameplay sections youve already done 10 times. My real frustration wasnt EXACTLY the difficulty, its that it took so long to get back to the place I was actually having trouble on (the building), and repeating the entire streets section every time I want to make another attempt at that part begins to get dull. If you had checkpoints, pro gamers can go for deathless runs, but people who arent as good can still experience the whole game, just like in a real arcade shooter!
Yeah, I was worried the game was way too easy when I was making it, and my friend blasted through it without a problem and said it got a lil boring, so I turned up the difficulty... and it might have been too much lol. If you try to make another run at it, my biggest tip is to maximize where your stardust buff is going, putting it on a side where lots of enemies are spawning is a huge buff to your cash at the end of a wave. I'm glad you enjoy it regardless though!!!
yeah, the music was for the jam, im surprised as anyone i was able to put it together so quickly. and the sample is from sonic & knuckles! the main menu just uses a genesis plugin I have lol.
This is a really cool puzzler, it took me a second to get the hang of it but once I did it was actually really fun to try and manage everything. I think my one piece of real feedback is the first go-around I thought that the rotating wheel pieces were what was fueling the skill I was using, not just a key that needed to be there so something else could fuel it. I think that coulda been communicated more clearly - I originally thought that my skills were just randomly not activating until I figured that out lol.
Still though I love the style and the gameplay is surprisingly fun, especially for someone whos not usually a fan of these types of games!
This one was really cool, I love the art! Getting to see all the different takes on a wheel combat system has been great; this one stands out as you're managing both you and your enemies' actions, though I didn't realize you could mouse over the actions to see what they're doing until way too late lol. This was a lot of fun though!
...this one was, a lot lol. I wasnt super sure what I was doing managing all the wheels (whether I wanted the bars to go up or down) but the mood, music and atmosphere were all really great, I love the visuals and the polish of everything, it all feels super overwhelming which I gather is what you wanted, so great job!
This one was really cute, it took me a second to figure out how to actually affect the ingredients I was adding, the negative multipliers also being +'s are a bit confusing lol. The art is really good and I love the vibe of it all, once I figured out how things worked it was fun trying to balance the ingredients out, good job!
It took me a second to figure this one out but once I did it ended up being pretty engaging, just challening managing all the different enemies onscreen! I found that like in most RPGS, focusing one dude was always the way to go, but I'd always check if there were overlaps I could take advantage of which added a lot more depth to the combat. Great job!
This one was fun! I really liked the mechanic of throwing out the boomerang then clicking on it to make it rebound with spells, it reminds me a lot of the coins from ULTRAKILL and was super satisfying to pull off. I believe I reached the end, the big courtyard - i fought until no enemies spawned anymore so I assume that was it haha. Great job!!
I fucking love this one but man is it brutal, I can't get past the first section in the building to save my life, even when conserving my ammo, solving the wheels as best I can and memorizing when its safe to reload. I think it just needs a bit more time between when an enemy telegraphs their shot and when it actually hits you so that you can respond better; as of right now getting caught reloading when an enemy walks up is basically a guaranteed hit.
That being said this is one of my favorite gameplay loops in the whole jam, I love on-rails shooters so this one speaks to me a ton, its really fun and snappy and the wheel is well-implemented, and I feel like with a bit more time I could definitely git gud and crack it open. The goofy voice acting and over-the-topness of it all is great. Extremely good entry, fantastic job!!!!!
Funny, simple game, I quite liked it! It was surprisingly difficult, there's not a lot of time to input all the prompts, took me a few tries to get past level 1. I also noticed that if you click on intruders but never boot them, then it prevents more from spawning, which makes level 2 way easier than I think you intended lol. Either way really good job!!
Really chill and fun puzzler, I WANTED MORE! It was actually really satisfying to get the engine to spin, hearing it slowly ramp up over time as it kicks into gear is really cathartic, and once I figured out how everything worked it really flowed. With more content this could be a really hypnotic endless puzzle experience; thoroughly enjoyed it!
I was mentally preparing myself for an artsy game and then saw the cans of monster everywhere and went 'ah' lmao
Having to actually deduce what to say based on what the other person is telling you in addition to the wheel puzzle is actually really nice - it feels like it marries the oblivion dialogue mechanics to, yknow, actual conversational dialogue and not just pattern recognition, so huge props for that! sad it was only one conversation, I wish you got to finish it!
this one is crazy good. as with deamon resources dept, I love the idea of a deckbuilder where you balance positive actions that you add to your hand with negative actions that you're forced to take, and the wheel mechanic really ties all of it together to create a super satisfying game loop. I also love how you incorporated the wheel into the progression mechanics and not just combat. Loved it!!!
Its strange but despite this being the most system-dense entry I actually understood it all from the get-go; how the relationships tie into each other and affect how cities act is really cool, even if I'm not big brain enough to understand it; it's very eurogame in a good way. Really really good entry!
this one was really cute! I do wish there was a bit more difficulty; if you're familiar with the dialogue wheel it's pretty hard to mess up and get hit. I feel like for a multi-party battle system it may have been more interesting to manage all the pilots at the same time with a single wheel, rather than getting a new wheel for each pilot. still, I loved the visuals and the drawings of all the pilots and I had fun with the puzzles, really good job!!
this one fucks so hard but I am not good enough for it AT ALL; I had to turn on infinite lives to get past chapter 1 and still had to bow out at chapter 3 lol; this is coming from someone who plays a fair amount of top-down bullet hells (and is also making one). the shooting and controls feel really good though, the style is fantastic, and the fact that you managed to sneak in dialogue and an options menu is really impressive. extremely good entry!!!
I really liked this one, the gun + wheel + destructible environments are all really polished. I feel like the fact that you can reload early to cancel out your current wheel-gun defeats the conceit a lil bit, but I only really ever did it in the last room so it was nbd. also I really like the music for no particular reason :)



