I didn't really get to the winning part, spend too much time spinning :D Thanks for playing!
GrumpyOldPotato
Creator of
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I got really sucked in, nice job! Art is awesome, and I really like the item combinations, seems like there is some good strategy there. I had some trouble telling apart enemies and the tokens they drop, so it might be nice to use contrasting colors for those. Also I couldn't figure out how to swap items on the planet, maybe that's not allowed. Anyways, it was very fun, thanks!
The hamsters in a field in their little roll cages is super fun. I like the results screen with the diagonal line and then animated results - feels nice and actiony. Took me a while to realize that the opponent could change their roll too, so that probably needs stronger visual or auditory indicator. Also you probably didn't intend this, but I had fun switching back and forth from the main menu to the options screen in time to the music :D
Wow, so perfect for this jam! Love all the little animations, effects and sounds, helps it feel not-so grindy. Also I like the variety in the relics, seems like there's some real strategy. I got one that was double or nothing and then lost all my money :D Got 10007, might have to come back to try to beat it...
Love the art and alien plants! The title screen, color and music are cohesive and create a nice mood. I think I was able to figure out how to play just by clicking around, so it was fairly intuitive, but not positive if I was missing something or parts weren't finished. It wasn't clear what the plants did once they were fully grown...
Couple other minor things: credits look unfinished, music looping isn't working on web build (we had the same problem in our game, it can be fixed by connecting finished signal to a function that restarts the player)
This is really ambitious, good job! I like the retro feel. I was very excited to play it with controller, but unfortunately I could get the camera look to work, is that a bug or am I just missing something (playing on web)? I was a little confused by sneak, since it doesn't seem to do anything visually when held down... crouch toggle made sense though
I didn't notice the shadow at first so I kept trying to pick up the candy with the character sprite over it and almost rage quit before I figured it out. Glad I did though, because this is one of my favorite games so far - amazing job! The tutorial was effective and I was able to figure out all the mechanics. Also thank you for controller support! The hypnotizing / bewitching idea has potential and I would love to see it expanded on
This has a nice game-feel to it, I like the animation of moving and picking up items. The fade going behind trees works well. Sounds are subtle but nice, I esp like the rain and item pickup noises. Settings didn't work for me in web-build - also it would be good to remove "Exit" button in web-build too.
I finally won!!! Something about the unlocks made me want to keep playing. Shooting speed costing so much was a little infuriating. It was surprising that asteroids don't collide with you - was that intentional. Also I got tired of holding down the fire button, it might be nice you just fired constantly.
This was fun! I love the expressions and googly eyes. As other have said, I didn't realize you could jump and also didn't figure out how to harvest the turnip - an in-game overlay with controls would help. Maybe you could show tips between runs if you detect that the player isn't figuring out how to do something
I like the visual style - it's simple but the small things like shadows and the vignette give it some interest. Also great job on the sounds! It was a little hard to figure out at first, took me a while to discover that I could move around. The info text on mouse-over is a good system though, and I was able to figure everything out eventually. I hope you keep iterating on this idea!









