Mechanics are simple but really cool!
FighterJetTiger
Creator of
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Two thoughts from a basic UI perspective:
1) I had trouble noticing where to press to actually spin the wheel, some sort of indication there would be nice
2) The grey button that the player uses to roll new upgrades - it's grey and with a padlock icon, kind of looks like inactive. Needs to indicate to the player that this is an active button worth pressing down.
Glad you liked the game!
As for the decay randomness - I thought about it, but I think the game is hard enough in the later stages. Having fixed decay times helps you work out a rhythm when pressing the buttons.
I actually implemented your idea of having the progress bar decay multiplied x2 when you overshoot the sweet spot (Junior difficulty only). Thank you for pointing this out and providing a solution at the same time!
I get it, but this was a conscious design choice. The reasoning was that in the first part of the game you can basically keep the cursor stationary in the LMB area, but then additional friction is introduced by two different areas competing for the cursor's "attention". This is a rage game after all :)
Really glad you liked it!
Will give the volume a look (hear). The resolution part is... well, my first web game on itch, so that tells you everything there is to know :) Top of my list.
For the slower start I was thinking about maybe starting the decay of the progress bar at the top only AFTER the player presses SPACE for the first time. Otherwise, yeah, I'm dropping a fresh player straight into a fail state with UI flashing red!
Thank you for the comment!
Hi there, initially this was supposed to be a cozy game, but it turned out to be a rage game...
Let me know how it plays if you're up for a challenge. All feedback welcome. Game is mostly final except for the graphics and vfx.
I'm in the EU, so tomorrow morning I will playtest for everyone that has provided feedback here, thanks!

