Thanks for playing and for the feedback! I'll have to think about how to balance the spawning of asteroids so that a player is never in an impossible situation. I believe it partly might be because the spawning radius is a rectangle right now to match the screen size. This along with the different asteroid types having different speeds probably makes it so theres a decent change two asteroids hit you from either sides at teh same time.
hippopop
Creator of
Recent community posts
Balancing is definitely one of the hardest parts of making a game is what I've realized. It's really hard to get right for a jam since it requires so much playtesting so I totally get it. I only played two rounds in endless before I had to go, but now that you mention it I gotta give it another try 👀
I love the art and aesthetic of your game! An office intern getting tested by his coworkers is a cute way to progressively add challenges. I thought each new challenge was unique too and generally scaled in difficulty. I also think that trying to balance and spin the ball was quite fun and a very creative take on the jam theme.
I have two pieces of feedback, I feel like the ball spinning was a little glitchy and sometimes the ball would teleport across the screen. It was also visually hard to tell when a ball was spinning so it was nice that you added the text that said "+spin". My other piece of feedback is I think it's worth considering if you want the user to need to press left click to spin the ball. There was never a case in which I didn't want to hold down the button, so it was annoying to have to keep it held down. I am also playing on a trackpad though, so you can take that with a grain of salt.
Overall an awesome game and submission!
The lighting and setup of the room made this really feel claustrophobic and unnerving, which I think was the goal! I enjoyed the concept and the puzzling of this game, but I did feel like the navigation was more laborious than fun. But maybe that's the point as I'm sure it's not easy working on an actual submarine. Great game and I loved the creativity!
First off, I'm incredibly impressed you wrote this in assembly. Second, wow this game was awesome! It's a simple concept, yet executed to perfection and I really feel like this captures the essence of a retro game perfectly. It's very polished from the animations, music, sfx, all the small things feel really intentionally designed.
On top of that, the gameplay itself is fun and addicting. I played for far longer than I'd like to admit, and I can say that it feels good and rewarding to get good at. It is very satisfying to dodge, weave, and block, all while rotating to generate score and keep your combo up. The different types of projectiles were also interesting challenges for the player to solve, while not feeling too overly difficult to where it made it unfun.
I made it up to when the music starts to change, I didn't get past that but I did break your high score :)

Amazing game! The art is beautiful and I think it really captures the feeling of whimsy that the narrative evokes. I also thought the mechanics themselves were super creative and fun. I feel like games with platforming live and die by how enjoyable it is to get around and y'all did a great job with making it fun here! It was difficult to learn, but it felt really rewarding and satisfying once you got the hang of it to spin and glide around.
If I had one piece of feedback, I think it would be nice to have more hotkeys than just the mouse for slowing down time and also shooting the tractor beam. It was hard to have one hand be in charge of both aiming and putting in inputs in my opinion, but I'm also on a trackpad so take that with a grain of salt.
My duckies!! Fun vampire survivors style game and it was a cool idea to play around with spinning bullets and trying to shoot the foxes by circling them. I think the difficulty could be tweaked and there could be more contrast between the ducklings and the background as sometimes it was hard to notice when a new duckling spawned.
I love the art style and it was cool seeing the portraits for all the different bosses! Your game has a lot of polish, and among gambling roguelikes, it reminds me of Black Jacket in theme and narrative. I had fun with beating all the rounds, but I think the difficulty could be tweaked to make it a little harder and more necessary to go for riskier playstyles as I was able to win just by turning the whole roulette red and betting on red every time. In addition it would have been cool to see changes to the board spaces reflected in the spinning ring above the betting tiles.
Thanks for playing and for the feedback! I agree, after I submitted I facepalmed because I realized I totally forgot about sound effects. The point about wave 2 being more difficult than 3 or 4 is a great point too, I didn't consider that and it makes a lot of sense to swap those around. Glad you had a good time though!
Fun space navigation game, gave me flashbacks to trying to not die crashing into planets in Outer Wilds. I liked when the music kicked in too, it added to the awe of flying through space trying to run away from the swarm. The spaceship itself was hard to learn how to control, and one thing that I think could help is adding speckles of stars to the background. It can be very subtle even, but just having some reference point to track how fast you are moving would be very helpful.
Awesome game built around one simple mechanic! I really liked your interpretation of the theme, it feels super unique and I've never played a game with movement like this. My favorite levels were probably the dog and soccer/football levels as I thought it was an interesting challenge to have to move something around while having limited mobility.
Super polished experience from the art, the zany music, and the gameplay! It really made me feel like I was inserting a cartridge and booting up a retro game. I second what others have said about it being hard to differentiate between some of the colors for the rings. Also, I thought the game design was nice in the sense that you can build up progress and lose it as much as you want without having to worry about something like a lives system. It was cool that your "health bar" was tied to your progression so that you can always make a comeback.
Loved the visuals of this game, made for a cozy experience even though I was dying repeatedly. The platforming felt good and I liked the challenge of having to time jumps with the different kinds of moving platforms. The spiked windmills were the most difficult for me to be honest. Got through with 49 deaths though and had a good time. Great game and congrats on your first jam!
I had a lot of fun replaying this game to try and do better, simple concept but great execution! There are two things I noticed while playing that I think could be changed for a better experience. The first is sometimes the correct face goes off screen and you have to lose time to wait for it to come back. The second is there are round where the correct face is a different color than all other faces on the board which makes it trivial to pass. Overall great game!
Cool concept and I liked the narrative throughout the game! Also a big fan of the art, it was super charming and lead to a cozy experience even if the situation was super serious. One piece of feedback about the game was the movement felt inconsistent at times. I feel like sometimes I would jump 10 feet and other times I would barely get off the ground. Also I got stuck in a wall and softlocked and had to restart at one point. Cleaning up the physics would fix a lot of these pain points.
Interesting concept and I enjoyed bashing my head against the wall again making the same mistakes repeatedly. One suggestion I have is I think it would be nice to have a third person POV because I feel like sometimes things were changing outside of my field of view and I didn't know what not to repeat for the next respawn.







