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gracieArmour

20
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A member registered Jul 06, 2024 · View creator page →

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Concept is interesting, definitely felt like it needed more elements though. Especially more spinning. Also the walking was painfully slow by the end. Incredible job with the atmosphere though, the echoing footsteps plus the slowly encroaching dark made for a very unsettling vibe.

I liked this game. No idea why the player is so short tho, kept having to maneuver around weird to reach things on tables and higher up on walls. The story and combat mechanics seem great, though I was rather confused on how exactly the gems worked in the combat system. Game felt pretty hard too, but that may just be because I couldn't figure out how to get the green and blue gem healing effect to proc. I hope you get time to polish it into a full game post-jam!

The concept of the board game involved here is interesting, though I do think it may almost be too much spinning. Spinning for player in particular I could see leading to very unfair-feeling games. There isn't a whole lot to the game right now, but with some more elements, perhaps event squares or other mechanics that make strategizing about route more interesting, it could be a pretty fun couch co-op game!

I can see the vision, and it is so good!! The rotation-based combat is fascinating, and the art that is there looks great! I think there's a lot of potential in it, especially if you start messing with the formula later in the game like Deltarune is famous for. I can already see the concept of story and puzzles with the ghost aspect, and I love the clear Deltarune influence of the entire thing, and I genuinely think you've put a lot of twist on that inspiration to make it your own too. I hope that you get the time and motivation to finish it, I would love to play this game once it's done!!

Would've loved a reset button. Lot of bugs, but I can see the concept shining through, I think it could make a very good game if given the time to be finished! Some menu/UI work to make starting and restarting the game easier/more controllable would probably help make playtesting a lot easier.

I liked this game a lot, there was just enough mechanics and just enough levels to really feel like a full, short game. I think if expanded even further it could make a great longer game too!

The art and concept for this game seem really cool, but to be honest this was a bit infuriating to play. Timing the jumps were immensely difficult to the point of feeling inconsistent often, and practically impossible on slopes. Levels requiring the player to go left, like level 2, are even harder as the direction of spin doesn't change. I do think it is a very creative use of the theme though!

This game absolutely ruled!! I loved the art, the story, the Doom-like vibe of the dungeon segments, and you all made it work great together! The audio definitely could've been better, more pasta-y, and there were points where the main music track would suddenly cut out for a few seconds before starting again. I also would've liked something to gauge my progress in the dungeon or otherwise help me find the last remaining pasta without having to blindly scour the labyrinth. Overall though, this game was one of the highlights of the jam for me, I'd really love to see more of it!

Loved the menu screen, all the art and effects were great! Wish there was a way to see how many houses were left and at least roughly where the nearest one is, died a lot just blinding spinning around trying to find any house after the first couple batches. I think the concept is solid and if expanded could be really cool!

It took me quite a while to figure out all the various movement tech needed to progress, but once I had the movement in this game was fascinating! I love how you really did make spinning absolutely required to win, and how the abilities all chain together! I think if the enemies provided a little more threat to the player (like chasing/actively attacking), it would push the Seriousness to max. This game was genuinely very fun, and the retro style to the whole thing was super nostalgic! Please make more of it!

Took me a while to figure out exactly what the restriction on mouse movement was, but once I figured it out I thought it was a great take on the theme! A lot of the UI seemed to be clipping off screen for me, and some sound would've been nice, but I had fun!

Love the creative use of theme, and I was so thrilled for the end, I was hoping the entire game that I would get to do that haha. Might be worth double-checking collision, the house at least didn't seem to have any. Sound would help a lot, and the mouse sensitivity was up very high, but otherwise a solid game!

Wish there was more to do in the game than just spin and stop the wheel, and the dead silence definitely added to not feeling as engaged with it. The mechanics themselves seemed quite well fleshed out though, and the art was very good. I did struggle to be able to read the text, not sure if the font size was too small or I'm just using a smaller monitor than was used during development, or what, but made it difficult to read the instructions.

Liked the story and the progression of the level design. Definitely could use more variety of challenges, and it didn't seem to have anything to do with spinning? But a very cute game overall.

Took a bit to get used to the controls, they were a bit finicky, but when they worked they felt awesome. Loved the spinning the robot torsos, loved the creative use of theme, and the artstyle was great, very Doom-esq. The bananas didn't feel like they fit the theme super well, and with them being on tables I expected to be able to click on them, took me a while to figure out I had to walk over them. If the mouse interactions can be made more reliable/clear then this would make a great start to a longer game!

Fascinated by the visuals and what lore they could represent if a story was added, and the movement was actually so fun once I figured it all out! Definitely could do with an in-game explanation of the control scheme, didn't even realize I could sprint until I just started hitting all the buttons just in case. Mouse sensitivity was very low, and I would've liked if the gravity flip rotation was always sideways relative to the camera, since in certain directions it turns you 180 from where you were facing. All in all this is a solid concept for a game, I'd love to see this movement and world become a full-fledged experience!

I loved the lore and story concepts of this game. The mechanics were definitely a bit unpolished, and the audio was very loud, but the story concept and art are both great starts!

Was extremely confused about what to do in every level. Only had to use a hint on the first one tho, but could use a lot more explanation as to the premise in game, like a tutorial level or something. The interactions for the steering wheel and the options menu valve were unclear, I was expecting them to be dragging in a rotation but they seemed to be purely sideways instead? Regardless, super creative use of the theme, and if it was a bit more polished and well-explained I could see this being a ton of fun! The extremely hand-drawn artstyle was very goofy, I like it.

This game rocked!! The rotary phone for the theme was very creative! I would be thrilled to play more of this game, the mechanics were fascinating and I loved the lore teased at both the beginning and end. There were definitely some collision issues on the objects, the books a few times clipped all the way through the floor and were gone. At the start of the game there were also some substantial stuttering/freezing issues when trying to look around during the opening dialogue on both web and desktop, but at least on desktop those seemed to clear up after the intro. Please expand it into a full game, I could genuinely see this as an incredible addition to the Cloverpit style genre!

The art on this game was incredible, and I loved the intro cutscene. Would've been nice to have a constantly visible count of how many days there were left, and to know what each turbine and repair would cost before purchasing/repairing them. I also missed most of the events because I would click on something just as the day starts and immediately skip the dialogue. Overall a really nice game!