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haxthell

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A member registered 23 days ago · View creator page →

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I really like the movement in this game. The flapping mechanic is good, and the jumping and gravity feels really solid. The sound effects fit well with that. Just a lot of fun to move around.

My biggest complaint is with the text. The wave indicators in game as well as the restart text take up too much screen space, and they linger for too long. The writing in menus is a hard-to-read font to me.

I really like what you did with the indicator arrow that points to the wheel, and its tick animation while the wheel spins looks good. The camera motion focusing on the wheel is well-implemented. It would be nice to see what power-up I get if I move away from it after it spins.

To me, some of the gameplay feels a little lacking, but I really like the controls and all the motion you put together.

The audio and balancing really needs some work, a volume slider, etc. Very loud and difficult to listen to choice of sound effects.

Overall the game seems rather buggy, which is a shame because I think the concept is a pretty unique take on the jam theme. Either upon loading the page, or going into settings and backing out, I was able to start the game on day 7. Opening and closing the menu so that I could select newspapers led to me being backed out of the game.

Clicking and dragging to spin the wheel feels clunky and seems unnecessary. Tooltips for the tools in-game would be helpful to have.

I’m interested in the eye at the top of the screen, though I’m not sure what it’s for. I think this game would do better with a more cohesive tone and/or art style.

If you happen to iterate on it and polish it up beyond the game jam I’d be curious to give it another look.

Thank you for your feedback; I agree that a little more introduction to the world and the items would be nice to have in-game.

Some of the collision boxes seem a little big to me, but that’s a minor gripe.

You did a really good job coming up with unique minigames that fit the theme, and were challenging yet enjoyable. I’d prefer the parrot minigame not start while I’m reading the instructions, and the only one that could be a little more forgiving was the monkey swing.

The writing is really good. I love how rude and standoffish all the characters are. First game of the jam to make me laugh, multiple times. The way you wrote the mystery around the character’s mom and tied it up at the end was an interesting choice.

The end screen looks really nice. You made a really good game.

Thank you for your feedback! I’d also thought of being able to carry items around and bring them closer to you. With more time, I definitely wanted to make the item spawning system a little more robust. Resetting everything each time was a quick fix to prevent the items from piling up after each guess.

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In my opinion, this game would benefit from shorter tracks. I’m not sure how I feel about the scratch mechanic; it feels floaty to me, and difficult to time compared to a key press. I had a hard time being able to tell how well I was doing with those.

The way the dialogue progresses was a big detractor for me; working through the tutorial, I got very distracted trying to read and retain everything, remember the controls, figure out what I’d already forgotten, etc. Took me a couple times to get the hang of things.

That all being said, it’s a nice-looking game, and relatively well-implemented. The art is good; I like how the hue of the tracks changes with the difficulty, though keeping the width of that button would make it easier to cycle through them.

The writing and presentation were good, and the cat’s a big selling point to me.

meow (translation: nice job)

Web version worked fine for me, beyond some issues with cursor focus in the browser.

Art looks nice, though I feel the UI could use some touching up. With all the color on the title screen, the relatively monochrome levels feel lacking to me.

The pacing seems very slow, especially for such large level designs.

Damn, this one’s worth coming back to.

The biggest detractor for me is the music; it’s just a little much for me, particularly for a game I could see myself sitting and playing for a while.

Absolutely love the art and the character designs. The fact each enemy has different attacks and mechanics works really well. This really feels like a game you can get good at and feel really satisfied doing so. It feels great to get blinded and be able to hit the following attacks despite that.

It took me a little bit to totally grasp my attacks vs enemy attacks, and how that part of the spin mechanic works, but the main gameplay is satisfying and forgiving. Really enjoyable to play.

Overall, such a cool concept. The sound and motion design are really good, and the progression and shop systems seem well-executed.

Really like the art style, and the audio and animations are good as well. Flappy Bird clone really doesn’t do it for me, so I would’ve liked a more creative mini game. The spin mechanic feels empty since the game alerts me to nearby coworkers anyways.

Huh. I wasn’t really sure how to feel about this game at first, but eventually I found myself continuing to check it out even though I didn’t really know what I was supposed to be accomplishing.

Really love the visual style. The textures are kind of all over the place in terms of detail and resolution, but the simple, blocky level designs are kind of interesting. I like the pickup system with the glowing indicators. It all feels like the kind of thing I’d make as a teen, just playing around with game development or building levels in Hammer or TR5 for fun.

This game would really benefit from a description to help outline the scope of the levels and mechanics. I got to the brick walls and it took me quite a while to realize I could platform over those, and thought maybe I’d seen all there was to see.

Without playing through the whole game, I’d love to know what all kinds of upgrades there are, and if money is used for anything. Really like the checkpoint dog bowls and how spinning faster makes you jump higher.

The cover art for this game on one of your comments drew me over here.

Art and UI look great, though I think the smaller text could use a more readable font. In my experience with games in this jam that use the mouse for spinning, it’s kind of a difficult mechanic to use. A larger, custom cursor would help me make sure I’m keeping my mouse around the sun and keeping things spinning properly.

This game feels like a good starting point for something more fleshed out, I’d love to see anything else you might do with it. More focused introduction to the planets would help me understand them better; I found myself buying Mars and Jupiter and just spinning the heck out of everything non-stop.

The transitions on the alien invasion and when losing could use some better pacing, and I found the XP flying to the edge of the screen very distracting. This is a really neat-looking game, though, and I think it has a lot of potential.

Really like the art style and the story framing. I think a different mechanic to indicate when you can jump to a pad would work better; I hadn’t even realized at first that I couldn’t make a jump until the lily pad lit up, and there’s no indication of this in the tutorial.

With such a focused screen space and a very time-limited ability to jump on different lily pads, the spinner mechanic to long-jump feels a bit empty to me.

I liked the art and the visuals of the spinning swords. Biggest pain point is the audio balancing; I had my volume up well to hear the music, and then suddenly getting hit by a fireball was way too loud. Same with the opening cutscene.

Starting with a sword at the beginning when being told the controls would be helpful, as I was confused why nothing was spinning before I had collected anything. Changing the order of the instructions also would’ve worked for me.

The game’s interesting to look at, so I think either a more forgiving health system or easier starting levels would have kept me playing longer.

Creative take on the theme. I had a really hard time grasping the controls. At some point I did sort of figure out how to spin reliably, but I’m not sure if it was obvious how scoring worked. I wasn’t able to finish any jumps without red warnings.

To me the tutorial seemed misleading, as it felt like I was following the instructions, but was only able to spin in a way that wasn’t following the instructions. The voiceover was a good addition; considering how much extra information was spoken, I would’ve preferred to see it on the screen to follow along better as well.

I don’t know anything about figure skating, so I would’ve loved more info about the different jumps and terminology used. Similar to a skateboarding or other trick sports game, I think this could be a lot of fun with more intuitive controls and additional types of jumps, moves, etc.

Man this is a nice little game. Main menu looks really good, I love the art style, and the way the light looks shining in the water. The notes that play when you point at ships and obstacles is a nice touch. Overall, really nice to look at, and the presentation is creative.

I feel like the main game loop is missing something, but I’m not sure what. The pacing feels a little slow, and eventually I feel like I’m just doing the same thing over and over again. I see the tutorial mentions pirate ships; I’m not sure at what point those show up. I think another mechanic where I have to juggle something else or click on something somewhere would give some more depth to the world and the gameplay. I’d be curious what your thoughts are.

Really awesome job. I like the dramatic ship-sinking music.

I really like the color palette, though I think I would’ve enjoyed a more cohesive art style more. The main menu was unique-looking and the intro presentation held my interest, at least. I feel like this game is trying to be a lot of things of once, and for me that wasn’t quite working.

I like the concept of the story. The spinning minigame is okay, with a little challenge, though I found it easiest to just spam the swipe buttons and didn’t feel punished for that.

Visual novel-style games aren’t really my thing, however I do feel this game has some good things going for it, and I think with a more focused style and presentation it could be pretty engaging, particularly story-wise.

Really like the art. Wish there was a bit more to the main mechanic, I definitely felt more engaged on carbohydrates where my inputs were having more of an effect. The upgrade system and sound effects were nice. I think adding the items I buy to the scene would add some flavor to the game.

Took me a few tries to figure out what I was meant to be doing, despite the tutorial. I think with some more playtesting and refinement, this could be an interesting little simulator game. I like the idea of a spider using all its legs to operate so many different pieces of the equipment. The background and text could use some better contrast, it was a bit difficult to read.

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Nice art style and an interesting mix of minigames. I like the mouth/teeth level design. Definitely think the spinning click-and-drag minigames are much too difficult, very small targets and feels very random if I manage to grab anything.

Really like all the sprites you put together for the game, and the music is nice. The idea of a dog running around smacking everything with its tail is entertaining. I think a bigger, custom cursor would help with this game since the mouse spinning mechanic is so integral, I was getting my gray cursor lost a lot against the green background.

Definitely a challenging game, I think an easier first wave would be good to have, as well as some indication of how many enemies are left before I can make it to the shop. I feel like I’m in the first wave, take care of a bunch of enemies, and then more show up in the same wave, which isn’t quite what I expect.

Would love to know what a dog is doing with turrets. Nice job!

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Appreciate your feedback! I added some notes to the top of the game’s page since there are specific criteria in order to submit an offering. Let me know if that helps!

This game has such a neat art style. With some more playtesting and polish I’d really love to see more. I struggled the most with attacking, it didn’t look to me like my swing or spin attack were having any effect on the enemies.

Thanks for your feedback! I added some notes at the top of the game’s page since there are specific criteria required to make an offer. Let me know if that helps. With more time I’d have loved to refine the UI and feedback there.

Think you have some neat ideas here, I like having different enemy types, and I like how the wheel comes down to fit into the light of the level. With a little cleanup and maybe some more sounds effects, I’d be curious to see how you might expand it with more time.

Love the art, and the music is nice. Think the text would do better progressing on click rather than a timer, so I can get through it on a replay or make sure I don’t miss something by accident. Definitely worth playing through more than once.

Password required, would love to take a look if you publicize it.

Interesting concept. I like the style of the paper cutouts, and the sound effects are probably the best part to me. The UI could use a little work, and the controls seem a little awkward. I think this game would benefit a lot from more active feedback in terms of how your pot is being scored, when you’re about to run out of time, etc. Would love to see more if you expand on it at all.

Actually like this game a lot. Love the name, the concept; the art is charming. Audio is a little jarring, but that’s really the only thing I have to complain about. Watching the paper slowly creep up the screen is hilarious. I’d absolutely play this again if you expanded it with multiple cats, or rooms, or other mechanics. Lot of fun, nice job.

Interesting concept. The voice acting was probably the strongest point for me.

Really awesome art style. Love the detail of the bushes rustling as you run through them.

I think the game could have benefited from an additional mechanic or two; I’d love to see more incentive to discover the other endings. Biggest gripe is probably that the instructions were small and hard to read on my screen with the font contrast, and they didn’t zoom with my browser to give me a better look.

Spinning the mouse is a creative mechanic, so I wish it was more reliable, maybe using the general movement rather than having to focus the mouse around the dog.

Nice job, I’d love to see what this team makes in the future.

Web version worked fine for me. I feel like this game is trying to do something interesting, with a personality and different ways to complete the levels, so I wish I felt more of a sense of direction or cohesiveness. Experienced a few bugs, and I wish there was a level select screen so I could easily go back to levels I want to explore some more. Not sure how to feel about this game in its current state, but I think it has potential, and with a little more iterating I’d definitely be interested in checking it out again.

Surprisingly fun once I got around some of the quirks. The visuals and sounds were satisfying. I think I would have enjoyed simply shooting in one direction more than having to fire at ships with the cursor. With a bit more bug testing I think this’d be a pretty solid game. I made it to the wheel and several times, I think clicking it rather than firing reset everything for me.

Enjoyable puzzle game with some pretty well-made and varied level designs. I liked the introduction of new mechanics and obstacles, and when I failed, it felt like a skill issue rather than a design issue. Despite enjoying the responsiveness of being able to rotate the world whenever I want in a game like this, I like that needing to land first adds to the puzzle aspect.

Man, this is such a great little game for something you built learning Pico8 in a week. Much more challenging and addicting than it looked on stream.

I’ve made it to 40+ a few times, I’ll definitely be coming back to give it another shot. I love that the hands keep you moving around. I wonder if the ghost first would make more sense for the difficulty progression? I definitely struggled a lot more with the bones.

The iframes seem a little long to me, there were several times where I really needed the ability to get more health rather than to get away from danger.

I did run into one bug, when moving and holding down the eat button - Gobby can slide past the mushroom and get stuck in the “mouth open” pose until you let go, and you’re not eating or moving at all until then. That definitely killed my run on a few occasions.

Love the art, love the music, the sounds; your art style really shines in this game. You did a great job with the Pico8 palette and the extra touches like the reflections, shadows, and leaves give the game a lot of polish.

I will not rest until I see that end cutscene