Thanks, it was a gamble that's for sure. More of a "could I make this control work." If I build it out, I'd make it more roguelite in nature, allow modifications of the grid or timing and such.
Ganktronics
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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.
Oh man, a tough one. Any time I see the crocodile and the NEXT lily pad in different lanes my mind has to take longer to process which to hit. I feel like, if you want to update this later, maybe incrementally add in things, like start jumping to just pads, without the mosquitos first (maybe to feel less panicky?), then add in crocodiles but with lilypads only in their lanes, then add in to what you've got now.
Great art and playstyle though just a tough one mentally for me sometimes. That's not a complaint, I get the mechanic, and I don't want an easy win.
I saw beyblades and went "oh not again" but this is so much better controls than other beyblade games I've seen this game jam. And the synth inspired art really made it look nice. Definitely spent too much time on the one level trying to get up top (and failing because enemies). I did a lot better in the Mosh Pit level.
Neat concept, like the art and such. If you take this further, the camera angle is sometimes hard to deal with and I'd definitely put the "how to" part in the main game somewhere. I had to quit to restart just to look up how to use the hat again, but if it was accessible inside the game (maybe it is?), then I'd have not had to start over.
Haha, this is crazy well done. Bonus points for bananas and jurassic park (two of my favorite things). Minor bug, if you hit space quick enough it just skips to the next question. If you didn't answer the last, nbd, just a new question, if you did answer the last one, it could skip the spin for rewards entirely. Otherwise, neat concept! Polish it up and put this on Steam.
Man... originally I was like, this pixel background is jarring against these platforms, but it grew on me. This has got to be one of the most unique spin to win ideas I've seen yet. I especially liked the little touches on it, like the camera getting zoomed out the faster you went (I free fell a lot to get to the "top" being a traditional top). Honestly, this is a great platformer. It should be getting more ratings by far.
I'm a simple man, saw doggos, clicked play. Do some dogs just not like certain foods? I had food lined up on some and they didn't eat. Also, small bug, if you bought food, it didn't show the number go down until the next time you got coins from dogs.
Must also be some irony that I played this as one of my boys is begging me for dinner, lol.
Tower Defense on the planets? I love the idea. I... couldn't ever tell how much money I had, only if something was capable of being bought. On the web version, being full screen would've probably made this easier on me, that's for sure. Still, great idea. It's hard, but a little tweaking and it could be a fun full game.
I found it easiest to alternate between moving and hitting the brakes myself. Could get it down to sub 2 mins a level even if the gates ended up being far apart. But yeah, I noticed the shield and sonar were pretty similar late into this and just couldn't figure out a good way to differentiate them for sure. I'll test out colors or such when I get a chance to come back to fleshing this out though!
So... the grids and tetrominos are randomized, but the edges and the battery in the center are always there to try and offset that. Imagine how hard I had it when I started and everything was randomized!
Still, glad you stuck through it. Hopefully it gets easier on you, or if you have an idea, I'm open to them. Might make this into a full thing after I finish my RTS (or if I ever need a break).
I did it! I didn't realize at first that you were SUPPOSED to glide up and release on the "double jump" prompt, and it was a little rough with each new thing being a "what do I do here" but given how quick it was, that wasn't a real problem once I overcame the "hold jump to go up" thing. Nicely done otherwise, my only improvement would be to maybe make the text for space x 2 hint at needing the glide up? Otherwise, great art and sound too.
Beautiful, but tough puzzler, that's for sure. The time limit made me wonder if just picking wrong would be better than trying to figure out which direction appeared the least. Maybe a dot on the directions so the eyes track directions differently than trying to figure out which words are rotated which way?
Even if you only had two days, you should be proud to have submitted something. That's above average for this as we don't have 10k games at all. Still, if you go forward with this, I'd look at what's possibly a camera issue. It bounced around where I looked HUGE or on an edge of the screen from time to time.
