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haxthell

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A member registered 44 days ago · View creator page →

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Really charming art style. Experienced a little bit of bugginess; mostly I wish the story was a little more cohesive, and there wasn’t so much cutscene between retries. I feel like the spinning mechanics for the minigames could have been more responsive. I really like the idea, I might come back and give this one another try.

The art was nice; I wasn’t fond of the pedaling controls.

Really nice art, I liked the audio and the narrative. Gameplay was a little repetitive, and I feel like the upgrades weren’t very noticeable. I think with some more mechanics this game would be a lot of fun! Kicking was my favorite part.

Really nice-looking art, I wish the main game was more zoomed-in so I could see more of it better. The audio wasn’t bad, maybe a little imbalanced. Seems like a solid base game that could use a little juicing; I wish doing damage felt a little punchier, the movement was a little slow for me, and I think making it easier to pick up the XP I earn would have helped a fair amount.

Neat idea, really made me want to make a game with similar mechanics.

Really like the art style, cool to see two characters/game modes. Mostly feel like this game is missing more of a UI or feedback in terms of HP, and a little more sound. Also liked the Jupiter Dev.

Interesting idea, the game had a bit of humor but I feel like it was more incentivized to just click through everything, so I’m disappointed I feel like I missed some of that.

Unique idea and a nice art style. Could just use some sound, and I couldn’t get level 3 to start. Good replayability with the stars. Nice job!

Neat idea, I liked the color palette and the art

Interesting idea, the sound and music fit well.

I thought the spinning mechanic itself was creative and well-implemented, though I found it hard to focus on the gameplay and the story at the same time. The art was nice. Kudos for tackling difficult subjects in a jam game.

Really polished-looking game, good art and audio. Definitely a challenge to get a handle on the controls, but I think the game is well-implemented; I’ll probably come back to see if I can get farther.

Really like the art, the rain effect on the screen and the wave cutouts look really good. The controls felt a little clunky.

Nice art and a unique idea! Some configurable controls would help considering how tired my hand became. The foam fingers were a good addition and the audio fit well.

Really unique idea, the progression was good, though I feel the pacing could’ve been a little bit faster at the beginning. Nice job, I’d play this again.

Really unique idea and well-executed. Would be cool to see a preview of the levels on the select screen.

Really well-put-together game. Probably the best tutorial I’ve seen in the jam so far. Controls were simple, and the art was well-animated. I wish the gameplay was a little less repetitive, I think there’s a good game here that could have some more mechanics built on top of it for a lot of fun. Creative idea, nice job.

The art style was a little simplistic for my taste, though I really liked that the level was random each time. I think the game would benefit from an additional mechanic or two, or maybe some different obstacles. Interesting idea and the gameplay was fun.

Creative take on the theme, it was enjoyable enough to give it a good 10-15 tries to get to the end. I feel like the one-hit-kill was a little unforgiving, I think it’d be neat to take a hit and be bleeding and slowed down, or maybe your aim is affected, to get another chance before dying.

Really liked the bullet time mechanic, the gameplay grew on me. I like that you added a timer, this feels like it would be a satisfying game to speedrun.

Two things I’d like to see are longer paths for the bullets, as well as player input for reload. Waiting to refill on bullets broke up the flow of the game a bit for me, and I think being able to mash a button or combination of buttons to reload would add to the skill aspect.

Really neat idea, I think an expansion with additional levels and mechanics would be a lot of fun. Nice job.

Thanks for the feedback! Sorry the items gave you so much trouble, I definitely had more of a vision for the collection and inventory mechanics, and they ended up very deprioritized over other aspects. Would love to go back and revisit them post-jam.

The controls seem reasonable, even though the combat is a bit difficult. I liked the attack variety of the second battle. The art style’s kind of charming, so I would’ve preferred to see more of that over art from other games.

Liked the art style and the level design; I was interested in the presentation from the main menu, but unfortunately the music kind of made it unplayable for me. With some volume settings I probably would have spent more time with it.

You’re absolutely right on some additional mechanics - I really wanted to knock coconuts off trees, have mobs to kill for meat, and collect water from the ocean. Just didn’t have enough time. Thank you for the feedback! Glad to hear you enjoyed it.

Art was really nice, I think the game would’ve benefited from more of it. I liked the music in the main menu, but once it picked up while playing I found it pretty distracting, so I turned it down most of the way.

The controls feel a little floaty to me, and I think the dash is both way too fast and doesn’t give you enough time to aim in a particular direction.

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.