Chopie, I missed your rating live. Would love to see it in a VOD, but it looks like none are uploaded from beyond 2 years ago? Unless Twitch is being dumb lol
TheFeatureCreep
Creator of
Recent community posts
Thank you a ton! I'll check out the stream VOD if/when it's available! The enemy variation stuff was last minute--ran out of time. I've since already made major changes to speed of upgrades (x10 multiplier from what they were to start and it's not unbalanced), added planet size, and starting to add planet variations (gas giants, rocky, etc). I plan on exploring this project past the game jam for a good bit.
Thank you again for the kind words!
EDIT: Aww, no VOD it appears T.T
Full marks, this game is amazing. I had to githt the second to last battle about a dozen times before I won. Having a skip for dialogue would have helped frustration there, as cliicking thorugh was not too big a deal but added to that (minor) frustration.
By the final fight, my hand was tired T.T After several attempts, I had to move on. Sadge. None the less, extremely well put together. Would love to see this put into a fully fledged game with varying stats for different spin, roto types, etc. etc.
This was really great! A couple things:
- I really wanted to play until I lost or got far enough to feel like there was a win condition, but there was a bug in which an enemy's second wheel spinned endlessly, so I got locked out basically T.T
- When first starting, it wasn't clear I needed to draw the arrows on the left to the enemy. Even with a giant text box of text for tutorial, this part just wasnt clear. I was able to get it figured out and I'm sure this would be easy enough to polish post-jam if you decide to do more with this.
- I was NOT expecting full on VA for this, so kudos to have had the time to do so!
Overall, enjoyable little thing :)
I was extremely unlucky my first couple of runs with weapons just not being anywhere nearby, so I was just constantly dying and not knowing what I should so. On subsequent runs, I'd often get ambushed near the safe zone, kill a ton of zombies, and then the NPC would just stand there, not following me any further.
This has a TON of potential, but I oftentimes felt helpless, like my weapons ran out way to fast. I saw in the rop left that I had "punch" but never figured out how to attack without a weapon spinning on me, so I don't know if that was a stat or something instead?
Visuals, sound, everything was great.
This looks like it could be really cool, but the controls were not for me, unfortunately. Regardless of how I used WASD, I couldn't really get myself to spin except to hit an enemy here or there. Never killed more than 2 or 3 enemies over a handful of run attemps. It wasn't totally clear to me what IJKL was doing as far as tilt goes.
This looks like it will be really cool, and I can see others were successful in spinning correctly. Skill issue/not understanding or getting things to work on my end T.T
This was cute! There are some aspects that need polish, such as button overlay, but that's all stuff you could easily fix with more time. I also felt like the wheel was a bit slow when I was having to spin like 30 times from doing so much work.
Overal, great job!
EDIT: Played a little longer to get the 1000 tickets and see the ending. Got a chuckle <3
I played to round 16. This is nearly addicting! Haha. Visuals were good. Music got a bit repetetive, but still full marks on choice for audio all around. Seeing wheels spin felt good. If you pursued this more, I'd imagining balancing some different thing to lock the player out of cheesing just slapping everything on to one wheel would be one thing to look into. All around, absolutely adored this.
I had to refresh the page right off rip. After sending my rocket toward the first level, I completely overshot. Rocket went off page. Never came back. No indivation it would.
The controls were explained well enough, at first. But I could never get the rocket in the direction I wanted to go. The line on screen was never actually where I was pointing. I may have been utterly missing something, but I was having a hard time getting any more than a third of an orbit complete before flailing about.
Great visuals, nice music choice. The graph paper and math sketch theme thing going on is cute.
This was really interesting! As others have pointed out: LMB and RMB kind of was breaking my brain. Maybe something like scroll wheel? Or the up and down arrows?
None the less, an ingenious little thing and I liked it. Also fun to come across other space-themed stuff for the jam. I was able to make it all the way through (the first lasers almost stumped me).
I appreciate that the incoming missiles had variance. As others have pointed out, setting up music, effects, and so on would bring this a step further. I personally dislike having to restart off just one mistake, so something like chances or health would be cool. If this was a first game, great job!!
Even with the tutorial, I was kind of lost at times. Visually, this looks really good. This seems like something that will be fun to play once I can get a hang of what all is going on. While playing, I was never able to select the cards at the bottom. Visually, having something clear flip from the card to show "Use" wasn't really telling me if I needed to click it (wasnt working) or select something for it to be used. There was only the skip, so I either never used the bottom cards, or if they got used, it just wasn't clear to me.
Lastly, and this may just be a browser thing, I couldn't click certain things in full screen mode.
Overall, high scores for this game IMO. <3
Thank you for such a detailed comment! Everything you said here is absolutely stuff I want to do. I started the jam a day late and it's been a blitz, so I onyl got done what I could done. Mouse control is in the game (Hold down left click), it's just...a bit clunky for now haha.
I'm not sure why I decided to leave the HP amount not showing, so that's an easy fix.
I definitely want to set this up for mobile at some point.
As for art, everything but the background was basically meant to be placeholder unless time allowed otherwise (time did not allow otherwise T.T)
On the balancing thing, all the speeds used to be MUCH higher but you could get to level like 25 easily with a "lawnmower" effect on planet spins, trivializing the game. So I opted for everything to be small numbers. There is some strategy on what you pick depending on what upgrade cards come up. naturally with later additions, these will likely all feel a bit better.
Once again, thank you for such a detailed comment <3
Stellar Waltz: https://frousteleous.itch.io/stellar-waltz
I'll have to wait until after work, but excited to play so many cool projects!
The concept has promise, but even for something conceptual, there are a ton of typos, grammatical errors, and so on. I am hoping that "Draft" town and all the routes shown are just that--drafts--as the maps (including houses) are entirely too big for what we're doing or seem poorly thought out (the forest having these tiny little patches of grass with nowhere to run. Just place a solid 5x5 square, especially if this is a temporary map). Like others, I struggled a tiny bit with the Mimikyu/Misdreavous fight. I lost once before going with the Pikachu strat that others have taken (Paralyze and then set up as needed). All of the above said, take this as critique. I would definitely like to see more and the project improve and grow as a whole. As someone working on my own fangame, I know it is a LOT of work, especially if you are developing this wholly on your own.
