that's definitely on the roadmap if we keep building this project. the final 24 hours was a mad rush to implement more cards. when we noticed it was a little easy, we agreed too easy would be more fun than too hard.
iamgrok
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i also played this one (hello from drill game!) and agree with a lot of nix's thoughts here.
only thing i would add is that this game is also SUPER close to being 100% mobile friendly. the only exception is the skill tree. there isn't a way to view what a skill does from mobile without buying it on click. i'm not holding this against your design or anything, but from what i can tell a little confirmation dialog box when selecting a skill would make your game completely compatible with Chrome for Android.
i had a really good time with this! the spinning mechanic was really fascinating and weaving it into a both defensive and offensive tool was a lot of fun.
interestingly, i started feeling like more than one sword was a detriment. it felt really easy to lose track of what was going on if i had three or more swords, so i would just use one and jiggle it around on the barriers so i could pay more attention and dodge better.
i am a huge fan of rhythm games and really like this idea! it's scratching my "how do i do this," rub your belly and pat your head at the same time brain in a way i really like.
my only criticism is that the sound effects actually detract from the music a bit. i know it should be a reward, when you get a perfect the sound effects line up. unfortunately in practice, especially when you're sightreading a chart, the sound effects start becoming a distraction from what's happening in the audio. it almost causes a bit of a spiral effect where you lose the beat and start failing worse.
i'm a huge fan of roguelite, incremental type games with a casino finish so this should be right up my alley. unfortunately the gambling mechanic just never really made sense to me, and i didn't really understand what i was buying, so my run fell apart and i didn't exactly know why. i might give it another run tomorrow to get some fresh perspective
a neat little reimplementation of luck be a landlord. i wish that i could see what my stocks did after i bought them as a reminder somewhere, that would have been really convenient as i accidentally clicked one at the beginning of the game and didn't read it. the spin button is a little funky, you can click it forever and it's not super clear to me what happens if you do.
this is a really cool idea! the music is nice, i love the dithering effect on all the visuals and it is intuitive to combine golf and bowling in this way.
the spin mechanic just did not work for me. i just couldn't get the hang of it, and i also couldn't figure out how to land right in the middle. it resulted in me feeling more frustrated than challenged. maybe some visualization of how the spin would have affected my throw would have made it easier to grasp
we were behind the 8-ball bad by starting two days late, and we already knew we had to learn an engine as this was our first game dev ever, much less game jam. so i settled into some chiptune tracking because it's what i knew well.
https://nixnull.itch.io/drill-game
biggest thing i learned is that i can keep it simple. i avoided using excessive sound effects and focused on building the melody first. get everything sequenced before playing with sound effects. accept good enough, because 7x good enough will be better than 1x perfect.
we're also releasing the OST and the audio assets for this one.
Howdy! I worked on Drill Game and put together the OST and sound effects.
Since the development part of the jam is over and I've gotten good feedback on the music so far, I released an asset pack of all of the instruments and project files we used, plus the OST in wav files. Check it out, ask me if you have any questions or want to learn anything from it, and feel free to use them for your (non-commercial) projects!
really intuitive and nice to play on mobile. the spinning mechanic is great on a touch screen, like it was designed with phones in mind. art is absolutely fantastic and the sound design definitely extends the aesthetic.
it is a little progression light, i never really felt like my upgrades were making big changes to how i play the game. i was also able to spin fast enough that the sound effects kinda stopped working, although that's a me problem. but it's comfy and satisfying, and that's a huge win in my book.
had a lot of fun with this! the delay on attacking feels a little stiff the first time you play, but then when you go back and know how it feels there's a real strategic sense you get.
really like the sound design, i grew up learning guitar music with Guitar Pro so i would know a midi electric guitar sound anywhere and it is executed really well here! as someone who also composed a piece of music very heavily inspired by 70s power metal for this very jam i feel like a kindred spirit
fun little gameplay loop! i like the playdate style controls on a mouse, using the scroll wheel was a lot of fun. absolutely ADORED the sound design
i found the market patterns to be a little too predictable for my liking. it always felt like i got two valleys and two hills per day, so i was able to predict very readily what was going to happen. if you plan to iterate on this further there's an interesting take on this in the turnip market in animal crossing new horizons. there are five "patterns" for the market over a given week, and within them there are minor variations. something like that could be easy to implement but add a lot of richness to the market itself.
enjoyed this a lot! as an incremental game enjoyer this scratched the itch appropriately. getting lose bonuses from the league games is actually a really interesting touch; i really felt like the game changed when i unlocked the C league.
only thing I wish I had was a better visualization of which players were on my roster. in the midgame when you have 20 players to pick from, it would have helped to know if i was replacing players in specific positions and how much value i would have gotten from that switch, or if i was just replacing the worst player with the new one.
really impressed with this! visuals are nice and the retro effect gives it a lovely early PC feel. characters are fun and their various abilities keep things fresh. the sound design and music are a great fit and very catchy! i love that this runs on mobile in browser, and the touch controls mostly stay out of the way.
the mobile performance is a bit tough (i have a flagship android phone) but i imagine on my desktop that wouldn't be a problem. the tutorial also just did not work for me. i moved but i couldn't figure out how to leave the first box.


