Very stylish game. Great job!
FourOrbStudios
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You really cooked with the hammer mechanic. This could definitely be expanded into a full release.
If you do expand it post jam, I'd recommend reshaping some of the jumps so that they seem harder than they are. I think this game would really thrive if the player can just feel out each jump without having to stop and practice each jump. But I might just be bad at platformers haha.
Great Job!
Used some free assets, but did all the voice acting myself :)

https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4711600
This has a lot of charm. I think unique movement systems like this have a lot of merit for making short Foddian style games. If you're looking at post-jam improvements, a way to slow down or maybe even freeze gravity for a moment so its easier to click the character in mid air would help a lot.
Nice work!
Really nice work on this one, played through the whole thing, got every upgrade, number went up.
If you're doing quality of life upgrades post jam, the ability to sort upgrades in order of price or putting bought out upgrades at the bottom would be handy. Also potentially some form on win screen once you've done everything to put a nice bow on the experience (Maybe just showing the full list of workers you knocked out, over how many days?).
Great Stuff!

Really good stuff! Especially the strong visual style.
I often felt like I had tricky decisions to make, which is exactly what I'm striving for in this genre. Also giving each opponent a specialty was a really good way to give the game a sense of inertia as you go.
A few thoughts & pieces of feedback, since you mentioned you're looking at expanding it after the jam:
- Opponents overly healing can have negative game feel. It might be worth exploring if there's a way to temper that, but its a very hard problem to solve.
- The wheel being forced on the player every X turns brought some depth, but also restricted strategy on the turn you're forced to spin it. Adding player choice on those turns could help with player agency. As an easy example, if spinning the wheel also discarded a card of your choice, then your 'random' action would still be beneficial to your overall strategy, although harder to convey.
- A scripted initial fight would be a really good way to communicate the foundational game play, as players often skim/skip tutorial text.
Looking forward to seeing where you go with it.
This game has a really strong visual style, both the geometric walls and the color palette are really strong. Similarly the parallax background is great.
Also I really like the use of both left-right movement and rotation, as it gives a lot of opportunities for more efficient path traversal. This could definitely be a strong time-trial style racer.
A few pieces of feedback that could be helpful:
- I didn't realise the title was also the button to start the game, it might be worth making that more explicit on the Itch page.
- Similarly, I didn't realise the green shape was the goal, so I veered away from it and crashed on my first run. I think I didn't trust the blue path line leading me to it because it had previously gone through a yellow wall, so it wasn't as clearly communicated as the goal.
This has a great visual style to it, and I really enjoyed trying to find the optimal hand to score both sides. Quite a tricky puzzle.
I think there's currently a bug, all the upgrades were returning this instead of the upgrades shown in the screenshots. If you end up fixing the bug let me know. I'd be very keen to try the version with upgrades.

This game absolutely oozes with style. Everything is really cohesive, the sound effects are especially pleasant.
If you are looking for a few minor improvements that could really take this game to a 10, I'd consider the following:
- Longer invulnerability frames on everything.
- A way to ensure you're safe after you re spawn after falling down a cliff. E.g. slowing down mobs, or a little invulnerability window.
- A few sprites looked like may not be Y-Sorted, but they all happened fast enough I couldn't say for sure.
Awesome work!
Great sound and visuals. And some good vignettes. In my opinion the single best element is the "events discovered" label. That was a really good way to communicate how many moments there was left to see during the game.
Lots of little bits of juice and polish that really improved the overall experience. Great work!
Really good sound/design and UX, it has good bones, that could definitely turn into a something with a bit more thinking, if it included some more meaningful decisions.
The randomness of a wheel does make it tricky to balance, I think a greater focus on the ability to modify the elements on the wheels may help the player feel less of a sting when the randomness doesn't go their way. Even if its a simple as the player choosing where the negative spots are placed on the wheels, they might feel more in control when it lands on it.
Great work!
Nice work on this.
Since you mentioned your goals were to work on your art and UI, I thought I'd send through some feedback relating to that:
- Firstly, the cats are great, and I think the mixed media of fully digital and real images is a great way to accentuate the cats.
- The way the spinners grow when they finish really draws your eyes to them, this is really well done. Its a little tricky with 3 spinners at once, but having a way to prioritize whatever animations are playing such that the player can focus on one element at a time can really help the player to appreciate your nice animations, and really sell the impact of one action into another. A good example of this would be a game like Balatro, where the animations go left to right one after another.
- Little ambient animations like the way the cat names wobble also goes a long way.
- Whilst not specifically UI, some feedback (maybe cat noises?) upon purchasing upgrades would help the game feel more responsive.
Good luck with the rest of the Jam!
This is quite a nice spin on a Buckshot roulette style game. The dealer character is delightful, and the audio suits them well.
I don't think the money is being doubled correctly, as I think it went from 20,000 to 30,000 after my most recent win.

Nice work on this, could easily be expanded into a larger idea post Jam.
This is a very charming little Foddian game. There's a few spots that you can get stuck, some way to slightly rotate the cart would be helpful to getting unstuck.
Not sure if you tried keeping the inertia wheel value after each launch, but that would make some sections a bit easier.
The L(A)UNCH button is a really great touch.
Love the character design, and the way stirring the pot works flavor wise.
If you wanted to make sure the player knows what they're doing before you start spamming them with mobs, you could start with only spawning a single mob, and having them move extremely slowly or be fully stationary as a secret tutorial step, such that the player can't lose whilst they're learning the controls. Then once the player has stirred the pot and beaten the first mob the game really starts.
Nice work on it!
This is delightful. The way you weave back and forth feels a lot like the action of rabbit and steel. This could definitely be turned into a full game.
The addition of a projectiles that need to be destroyed by a clockwise/counter clockwise sword could add some really crunchy challenge for harder levels.
If you're looking for last minute improvements, some way of communicating your progress per screen could give the player a stronger sense of how far through the game they've progressed.
Nice work!














