Nice job! If it had an auto sell, it'd quickly get nuts.
Ganktronics
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I didn't realize the number was a move counter at first, thought it was a timer, so I was panicking and trying to move without planning. Took me a second to realize I was an idiot, lol. Then I ran into the timer level. Well done, bonus points for me legit having a burger when I started this up.
If I could add anything, I would've had a slight tutorial level that explains that it's a click and drag game and that the first red number is a move counter, but it didn't take me too long to realize that.
Nice visuals and audio for sure. I liked the mechanic. If I were to change anything, I'd ease players into the mechanic early on, so like less enemies, probably more weighted to be easily arranged while the player figures it out. Took me a couple of tries before I didn't feel overwhelmed by the number of enemies. Good take on this overall though!
Props for doing a Gameboy game! Good concept, numbers went up crazy fast with combos, which will give people that rush for sure. Only things I would really improve are adding a bit more enemies at the start and maybe make the character/enemies pop more artwise, but its a lot better than I'd do with the Gameboy limits for sure.
Oh man, I was not expecting to go that fast! Fun little gameplay, but I might've preferred a tad slower on the reaction of the WASD movement. It was just chaotic trying to fight sometimes or pick up a health potion while fighting. Still, the music did reflect the chaoticness of it. And the style worked.
Possible bug? I couldn't get more skills after the first one.
Tough little game. I kept working myself to death and failing to get enough to eat. Management wouldn't pay enough or let me sleep, and coworkers never wanted to unionize. Felt too real :P
If I could offer improvements, it'd be to maybe adjust the pay or stamina system a little. Felt like I was rushed to try and accomplish anything and couldn't do any one thing well.
Loved the twist of using minigames with spinning for the choices in this visual novel. The art was cute too, definitely fitting with the story and music. You had me worried that I'd have to play beyblades once or spin for the result at the end, lol. Overall, nicely done. Hadn't seen a visual novel in the game jam yet!
There's something mental, but cute, about fishing with that music to cook meals for zombies who might eat you. :P
I like the concept, it was cute. If I were to add anything, the top ones would be to add sound effects and a game over screen or a win condition. Otherwise, definitely unique idea. Good job there.
Started this off going, alright, I like this music, let's see. Then, learned the controls. Like that focus mode and that I can still pick up drops during it. Then it hit me with an upgrade choice. That's some solid artwork, and having not looked at the screenshots, I was definitely "Oh yeah."
Solid. Really appreciated the controls and upgrade/death art styles.
Oh man, I feel like the jump button's unforgiving on any spinning platforms for sure. I'm... not sure what the fixes are off the top of my head, i've seen tutorials before on how to fix that, but it definitely makes the game a little harder than it ought to be (unless you wanted it to be hard). It's cute though, I'll give it that. Nice visuals for sure.
Beat the tinkerer, so I feel accomplished. I feel like music and sounds would've helped out a lot here. The little notes were nice, and the art had a charming appeal. Combat was alright, like enemies could see through walls, but I could also hit them through walls, so i guess that balanced out. It's good level design though. I feel like you could spruce this up with little things like sounds and it'd add a lot.
Great spin (pun intended) on the theme. It's well done. If I were to offer any improvements it would just be to allow a double click to move words up to where they go quicker (if it's obvious, like verbs to the verb space). Could help, could also just be my mouse hand complaining today :P Good job though.
I would kill for an upgrade to make it easier to hit that green area in the launch, lol. I did get a few good runs where I actually managed to hit the enemies and not come to a complete stop though. It just felt like it wasn't as responsive to my inputs, like I'd hit space and then a second or two later it'd kick in, which made timing hitting guys hard. I didn't see a download option to know if that's an itch thing or not. Otherwise it's a good little spinny game.
It's a little hard to just time the shot (it spins so fast). I just resorted to tapping the button hoping to catch it over any group of deer. Other than that, it weirdly gave me old Command And Conquer vibes with the UI, which is a good thing. Felt nostalgic in a way. Some of the goals might be too hard, given how hard it was to line up the shot to fire. If you went forward with this, I'd either add in a slower revolver, more time, or maybe the ability to earn money, buy upgrades with options radar pointing to larger groupings or maybe some herding mechanic or extra arrows to line up? Still, good feel overall.

