Good changes! I had to play all the way to the end again just to see all the sticker tooltips, lol.
JadeTho
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There's something wonky going on with Log 4(2) where the green and purple flippers aren't setting correctly. Like, I can set all 4 to green if I want even though I'm pretty sure they're suppose to rotate back and forth? And even when I set them (what I believe to be) is 'correctly' the green notes are hitting the green outline but not registering, so I can't finish the level.
That bug aside, I thought this was a pretty cool idea for a game! My main issue is that it basically becomes a memory game, not really a puzzle. You just have to watch the notes once and remember which colors so you can set the flippers.
I loved the logo of the game genie esque gameboy games!
Have a wonderful day and good luck in the Jam!
Neat little game, my main nit-pick is that you only get a single upgrade before the final boss. I picked Radius and I assume it worked but if so it was very small. Also, the boss seems to 'jump' a bit sometimes, which may be an intentional ability but I wasn't sure. I guess that's 3 nit-picks, lol.
Anyway, I hope you have a wonderful day and good luck in the Jam!
I thought it was neat, and props for using Pico8! My only nit-picks are that orange and yellow are too similar, and I did not realize the ball at the bottom was telling me the color I have to match at first and was trying to match the colors of the fruit by eye and getting it wrong sometimes.
Have a wonderful day and good luck in the Jam!
I liked it, I think the main drawback for me was some of the puzzle mechanics weren't very, well, puzzling. Like the pins in your path you just have to click on. Not much for the player to actually figure out there, you know? Maybe if the pins 'hit' each other and could only move so far so you have to figure out the optimal order to release them in? IDK, just a thought.
Anyway, I still thought it was pretty neat. And I liked the button you have to press when you win, lol. Have a wonderful day and good luck in the Jam!
Just a little nit-pick: I found the default grid flooring confusing, I was thinking each square was an actual grid space to place things in and was wondering why everything was snapping weird. I liked it more after I switched floors, lol.
Neat little game! Have a wonderful day and good luck in the Jam!
Wow, thank you so much for playing the game and all this feedback!
I will try to figure out a way to give less of a mental load to the player, after seeing all these comments I do agree that controlling both tentacles at once seems like too much.
I hope you have a wonderful day and good luck in the Jam!
I don't know if it's my browser or something but the other people in the comments seem to have access to a game I don't. For me it loads and there's 3 green guys. I shoot them or they run away off screen and then nothing else ever happens, it stays at 'Wave 1'. I'm using FireFox and Linux for the record.
I didn't rate because it seems like a technical issue, but it seems like a cool game based on what other people are saying! Have a wonderful day and good luck in the Jam.
I had like 50,000 with my first valve (I had to run to town for something and I left the game running, lol), and I bought the second valve, which is listed at 10,000. It for some reason seemed to take like, most of my money, not just 10,000. I also did not realize my upgrades apparently don't carry over? But also, they stay as expensive as they were from my first valve? Is it supposed to work like that? I also couldn't go back to my first valve.
Otherwise, cool incremental game! Have a wonderful day and good luck in the Jam!
Hello! I played a couple fights of this game against my wife and I have a bit of feedback for you!:
- Cool idea, having to time spinning and turning like that!
- I liked that the dots were colored as well as the number of them to indicate your health.
- Being able to play as a pizza chef was fun.
- On our fight fight my wife clearly won (she had 2 dots left) but both our screens said 'Victory' after.
- On our second fight the camera glitched out for my wife and went under the floor. She could still see the castle in the distance and the players if we spun a certain way but otherwise it was basically unplayable for her.
- I didn't like that we had to put in the IP address again to reconnect after just one fight.
Overall I thought this was a neat idea and pretty cute! It's unfortunate that you're probably not going to get a ton of ratings just because it requires people to give out their IP addresses to play.
Have a wonderful day and good luck in the Jam!
EDIT: Forgot to mention I'm on Linux and my wife is on Windows if that might have been the cause of some of the technical issues.
Hello! I finished your game. I'd like to point out a couple technical issues I had.
- Mouse seems very sensitive to me. Some way to adjust this in an options menu would be nice.
- The ammo count display was showing one of those squares that shows up if your machine doesn't have anything to load for a given character. From your screenshots it's supposed to be an infinity symbol I guess, so it didn't matter too much.
- There are a few places in the level geometry where you can pass through, but the trolls cannot. This made it exceptionally easy to just aggro a bunch of trolls and run there and shoot them all without any danger to yourself.
Other than those things, I thought it was good! I'll say that I'm on Linux and using Wine to emulate windows to run the game, so the ammo count or sensitivity may be something weird caused by that.
Have a wonderful day and good luck in the Jam!
ps. that wizard did nothing wrong.
Unfortunate that you exported your file wrong and it doesn't run on Windows, however I am on Linux so I gave it a look!
As others have said - you spawn too low for your first point. Its basically pure luck if it's even possible to get a point at the start.
After that, the levels feel way too easy. I would fall into the correct blocks without even having to touch the controls on most levels. Perhaps actually hand designed levels with planned chalenges instead of blocks the game places randomly would serve you better on this?
Also there's no score display until you beat your previous high score. And I'm not sure spacebar slows down your fall like it says? If so, it's very slight.
But, congrats on your first game! I know your technical issues may feel disheartening, but keep at it! Have a wonderful day and good luck in the Jam!

Hello, thank you for taking the time to play my game and leave such a detailed comment!
As for the bars & the tentacle turning black - these things are explained in the 'how to play' section of the game, which admittedly does have a bug right now but you can still read all of it if you flip forward two pages and then back to the first (this will be fixed as soon as I can edit files again, it's already fixed locally). But the tentacle turning black is an ability called 'Dive', its to avoid icebergs. You activate it with 'E' or 'U'/Shift.
Yes, a few people have suggested differentiating the tentacles more. I'll for sure work on that!
There is a powerup sound, I'll look into making a 'frozen' sound for hitting the icebergs. As for differentiating the barrels more - I was working on more art and animations when the deadline hit, I just ran out of time there. I wanted all the ships to be different sprites too, not just re-colors.
I mean, you can destroy the ships with whirlpools, but I assume you're asking if you can destroy them with just your tentacles? I feel that that might make whirlpools kind of pointless, which is supposed to be the main mechanic. Maybe I could make another powerup that lets you do that for a limited amount of time?
Thank you again for your time and comment! Have a wonderful day and good luck in the Jam!
Sorry to add on to this because I know I've already said a lot, but I went to do another run and the game just froze on me. Not sure if that's a known bug? It seemed like I may have gained a level exactly when the wheel stopped spinning and after I skipped my level reward nothing was moving anymore. Not sure if the wheel popup triggered but then cleared but the game was still paused maybe? I could still interact with the menus on the right so I went back to main menu and started a new run and everything was still stuck. (except the attack button was unlocked, however pressing it just made the main character lift their sword like they were going to attack and then never finish the animation).
I took a screenshot of it being frozen, but I'm not sure if that's helpful because it just looks like a normal screenshot:

Hope this is a rare bug and you can figure it out!
Hello! I've played a few runs of your game and I have some feedback! (Some of this may mirror what others have said, I just take notes as I play before I read other comments)
- The art is fantastic. Knocked it out of the park with that.
- Early game feels a little like a bad mobile game with how often the game is stopping because you gained a level or spun the wheel. This mellows out as you go because those things happen less often, but early game is your first impression, and it kinda feels bad, you know?
- One idea is to not completely stop the game after a wheel spin? Just have like floating text with the effect? (Maybe this could be a toggle in the options, even)
- This is even worse if you have the tutorial on, because that's stopping you too.
- Audio design is good, but I did end up turning the voices off after a while, they can get a little annoying, especially when you're swinging faster.
- I'm not saying the voices are bad, I think the VA did great! Just, how frequently they play.
- I thought this was an interesting take on the theme! I feel like most people would go for the wheel being your attack or something, so having it tied to upgrades is kinda unique.
- Loved the 'death chance' wheel! I also really like that the odds get worse each time you survive it! Great feature there.
- Maybe my builds were just bad but the Greedy Goblin has way too much defense it feels like. I was only doing 0.5 damage to her, and she has so much health.
- She ended my first run, but I managed to get past her on my second... however, I encountered her at almost full health and she killed me, I rolled a death save so my health refilled, and then she got me down to about half health again before I finally killed her.
- Maybe I just wasn't paying close enough attention to the art, but were the Loot Goblin and the Greedy Goblin the same sprite? It seemed like all the other monsters had variations. I could be wrong, or maybe you just ran out of time.
- I picked it but never spun it - the poison dart consumable doesn't tell you how many you get if you spin it? And then unless I misread it I think 'Poison Dart+' reads exactly the same as the not + version? I assume you get more darts for the + version?
- I appreciate the options for sound levels and the menus that let you return to the title screen! A lot of the games I've been rating didn't bother!
- I feel like the difficultly is balanced around getting good upgrades, but your upgrades are doubly tied to RNG. First you have to find the upgrade on the level up screen, then you have to actually spin it on the wheel.
- My first run I didn't even know damage up was an upgrade, it never showed up for me on level up.
- Maybe more options for the level up screen could help this?
- Or maybe always a few 'standard' upgrades available like the attack speed one, so even if you don't roll anything that fits your build they're available.
- Is the upgrade that clears your wheel and gives you experience for each item the only way to remove things from the wheel? It feels like a very strong upgrade, but I feel like having other removal options could be nice!
- I spun and got that upgrade once. I was level 24 at the time, and it only ended up giving me 1 level so I was stuck with a wheel with only one option. Which isn't necessarily bad, if you get something really good for your one option, but it feels like it should at least give you a couple. (I died shortly afterwards anyway)
- But, yeah. You pretty much have to take the more basic upgrades early game for your wheel or you're not getting any stronger, and then having them stick around unless you roll and then spin that one specific upgrade kinda feels bad. Like, I get that removal is powerful but I think there should be some option for it.
- IDK, something feels off to me about how infrequently I got to spin the wheel as the game progressed. Maybe I just should have been picking the 'gain more monster crystals' option more than I was, but it felt like I was leveling up more often than I was spinning so I could constantly make the wheel larger but not spin it.
- Not sure how to rebalance this, or if it even needs it, maybe my builds just suck. But as a player it felt odd.
Sorry, I know that was a lot! Hopefully this comes off as constructive and not negative! I'm trying to help games improve. It's possible with this one some (or, even, most) of my criticisms boil down to a 'skill issue' where my build was just bad, but I'm trying to offer my honest feedback as a player.
Overall, I thought this one was really fun actually! (Despite how my wall of text might appear, lol) I might return to it after the Jam, especially if you continue development on it! This was my best run:

Have a wonderful day and good luck in the Jam!
Hello! I have finished your game and I have some feedback for you!
- While the graphics are obviously pretty basic, I liked the walls that were just squares that say 'WALL' in them, lol.
- Something wonky is going on with the screen size. It's always just a pretty small window in the corner, does not seem to matter if I'm playing fullscreen or in the window (the game is in an even smaller window in that case). This was on web player on Firefox using Linux.
- Didn't hear any audio, at least in the web player. I assume you ran out of time?
- I can pretty much control everything with WASD and spacebar, so I don't like that when I die I have to click to restart. It might be nice to let the player restart with spacebar as well.
- It took me several tries to realize I could dodge through enemies. I was trying to dodge around them, and it was not working out for me, lol. Maybe something to signpost this?
- Having a pause and return to menu is nice! A lot of games I've rated didn't even bother.
- Level 3 with the two charging squares and the square that looks like it has a huge shield was by far the most difficult level, at least to me. That ended so many of my runs.
- I would go from full health to dead pretty quick because I would get surrounded and then keep being interrupted.
- I liked the little roulette wheel that spit out different debuffs! That seemed to be the only tie-in with the theme of the jam unless I'm missing something, but it was a neat little addition.
- I also liked that you introduced it in an otherwise empty room so the player could learn what it did!
Yeah I think that's all my feedback for this one. Hopefully none of that sounded too negative, I'm trying to offer constructive criticism for every game I rate! This one was fairly basic but it was still pretty fun to play!

heck yes :)
Have a wonderful day and good luck in the Jam!
Hello! I've played your game for a while and I have some feedback!
- I like that your upgrades are listed on the left, but you kinda still just have to remember what they do. It would be nice if you could click them or hover them to see.
- It would be nice to be able to skip the opening dialogue if you go back to the menu and hit play again.
- I don't know what the 3 above the bet bar means? 3x your normal bet would have been my guess but on a new run the normal bet is 20 and the top of the bar is 70 so it's not that I don't think.
- Sometimes the dialogue doesn't make total sense. The accountant said something like "At least we didn't lose money" when I rolled an x2 once.
- I like that every shop upgrade comes with a negative! This is especially good because it doesn't take very long for their actual costs to be negligible.
- My 'winning' strategy was to only take upgrades that reduced red spaces and ignore everything that increased them.
- I don't totally understand 'Global X2'. I get that it multiplies every spin after that but, for how long? I wasn't paying attention and it reset. Maybe when the target changes but I found it hard to test since it's RNG to get it in the first place.
- Items didn't seem to give their effect right away? I got the one that changed your bomb space into a 1X space, but I swear it didn't actually change until I did another spin or two?
- Having a 'Win' or 'Lose' screen instead of just the popup would be cool. I get that this was probably a time constraint thing.
- Having shop items you can't afford be transparent looked visually confusing to me the first time I opened the shop.
- It seemed a bit easy to me. I did 2 runs and I won both by just max betting every time. I know this is heavily RNG dependent though.
- Maybe this was a bug that hit me but once I got into the billions it would not let me bet above 2.something billion on a single spin anymore. Additionally, the bar on the right kept adjusting with my total money so it looked like my bet was getting smaller and smaller even though I literally could not bet more if I wanted to.
- And I did want to.
- I don't remember exactly what the number was but I'd guess it was 2147483647 because it was saved as an int?
And that's my thoughts on this one. Overall it was fun! I hope I came off as constructive rather than negative, I try to offer ways to improve to every game I rate.
I'm financially ruined, how will I ever recover from this:

(Oh, the max bet number is 2.14b, it's in that screenshot)
Have a wonderful day and good luck in the Jam!
Hello! I played your game far longer than I should have and I have some feedback for you!
- I had a couple issues at first that were explained by the game page, but it would be nice if it was explained in game. Notably, I didn't understand why I wasn't scoring when I rolled one of the red starter stickers, and what the red X icon did. I got it after I read the page, though.
- It would be nice to have some kind of indicator of where your spin started so you know what counts as a full rotation.
- No options or pause menu, those things are not necessary but nice to have.
- I think the smiley face stickers that honk should still play if you put them on a space with the red sticker that picks a neighboring space.
- I also think the honks should multiply with the score, but this would quickly blow out your eardrums, lol.
- Epic Booster Packs did not seem better to me than rare ones? I got a 1 value red sticker from an Epic once, while I've gotten 4s from the rares. Maybe just bad RNG but after a while I stopped buying epics.
- I really want to see what the $4 million ??? options do but I refreshed. Number go down when you refresh! 😭
- I like the 'groovy' backgrounds!
- It took me a bit to get the technique down for spinning the wheel. My first several spin I would let go at an odd time and sometimes the wheel would spin backwards.
That's about all I've got to say on this one. Overall I really liked it, I could see myself wasting hours and hours with this. I hope none of my feedback comes off as too negative, I'm trying to be constructive! My best spin was $244.6k and my wheel looked like this when I quit:

Have a wonderful day and good luck in the Jam!
Thank you so much for the additional feedback!
- Yeah, I'll add a border to the end level text, I just didn't get to it.
- I had a thought pretty early in development that I never got to that I'd have a level with a bridge you couldn't cross that would force separation of the tentacles so you'd have to focus on both. Other than that, I'll have to brainstorm some more obstacle ideas!
- Yeah, I was literally working on some animations and looked at the clock and realized I was going to miss the submission deadline if I didn't stop! I was working on the boats at the time but the water wasn't going to be far behind. That's high up on the priority list!
Thank you again for taking the time to look at my game and offer feedback!
(Also, side note, try typing "spin" on the title card. I don't think anyone is going to find that without me telling them, lol)
Hello! I have finished your game (a couple times, actually) and I have some feedback for you!
- Very cool idea for a game! You've got the spinning gravity and the spinning thruster, so you've hit the theme twice!
- The UI needs a little work. The actual number of coins you have is pretty far away from the coin icon, the UI is all over the place if you're not in fullscreen, and for some reason if you buy an additional heart in the shop it shows up on your progress bar instead of with your other hearts. I have some screenshots:
- The UI if you don't maximize:

- The coin count being no where near the coin indicator:

- The extra heart being on the progress bar:

- The UI if you don't maximize:
- The actual gameplay is very fun! having to quickly adjust to the changing gravity is a good challenge, and the levels do get progressively harder as you go, as they should!
- Very bare-bones on the menus. Maybe a time constraint thing, but I like to see a pause menu (although buying upgrades does pause) and a settings menu.
- The art assets look pretty good! However, they seem a bit inconsistent. Like the walls are pretty smooth, but the ship and compass are pixel art. Nothing wrong with pixel art, but I like when there's a consistent aesthetic.
- Moreover, even the different things that are pixel art have very different sized pixels. Like the pixels on the compass are huge, but on the ship they're relatively small.
- Beating the final level takes you to the same "Next Level" or "Main Menu" choice as beating any other level, except now the "Next Level" button doesn't do anything. I don't even think a unique sound effect plays. A simple "You Win!" screen would be nice to have.
- I really like the way the ship looks! It's cute!
- The ship icon on the progress bar looks to be the exact same sprite as the main ship, just squashed horizontally. Maybe color shift that one so it's not as bright as the main one? Looks a bit off to me.
- Upgrades. I was buying them when I first started, but it became apparent that going for coins was riskier than simply ignoring the upgrade menu and just trying to get to the end as quick as possible.
- Additionally, I didn't really see a point to ever increasing the timer? It always seemed better to me to save up another coin and buy hearts instead.
- Some more powerups would be welcome! Maybe a more powerful thruster?
- The goal for all the levels is a big pixel art ring, but for some reason it's a white square in the tutorial? Not sure why you wouldn't just put the ring there too.
And I think that's all I've got for this one. Overall, I thought the actual game was really fun! The presentation could use some work, however. I hope none of this comes off as too negative, I'm trying to offer constructive criticism, and my goal is to help games improve!
Have a wonderful day and good luck in the Jam!


