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EliJellyBelly

8
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1
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A member registered 28 days ago · View creator page →

Creator of

Recent community posts

Awesome idea, but I cannot seem to get very far. It is very satisfying seeing the tumbler fill up on my longer runs. I also have a pretty decent PC but it got very loud while I was running this game, no gameplay issues but seems pretty intensive.

Was able to win my first race with a time of 3:22:95 and retire early! Collision boxes were a little wonky but very forgiving, and I wish the power boost was faster. I enjoyed the character voice and dialogue, and the audio as a whole.

Thank you for playing. While the level designs do not have great depth I did want them to be completable in a variety of ways, the objective of the second level was to get familiar with "yeeting yourself".  It wasn't my intention but after my first playtest I realized I should probably lean into the rage game aspects. I immediately added the restart button to keep difficulty but hopefully reduce frustration.

Fun games and I like the art a lot, especially the "wheel be right back" screen. I do wish there was a third level to the difficulties though. My favorite game was the shape matching one.

I like the customization and atmosphere. Unfortunately I never won and have presumably lost my kneecaps. I know there is only so much time for the gamejam, but sound is the biggest thing missing for me. Bumping noises and a creepy background track would go a long way. I was also unable to consistently spawn any beyblades after the first rip and would have to close and reopen to have another chance. Also when I did fill the room with beyblades the character started interacting with them and I was launched a couple times, maybe not intended but very fun to discover.

Pretty addicting once I got used to the spinning mechanic on mobile, my highscore was 2155. Definitely was worse at it on mouse, only got around 800.

I appreciate the compliment on the idea. Idk if ill continue to work on this project, but ill certainly have a more polished 2nd game.

Thanks for the feedback. Ill definitely design the ui with the actual play window in mind next time. I was always testing it with a large window in godot. The camera movement i messed up on. I had a hard time capping the vertical look range and having horizontal and vertical changes move independently, instead of being tilted forever. So i just left it out of the instructions. I will definitely learn more about this for my next game.