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JasonTDR

8
Posts
A member registered 15 days ago

Creator of

Recent community posts

(1 edit)

Thanks for trying my game! The arrow was already there, that other comment or was suggesting something different. The beyblade being hard to control is kind intentional, as it encourages using the dash as correction for slippery movement, tho it is my bad i didn't make sure that if there's no input, dash still happens. The collisions reducing SP was also mentioned in the instructions. Also I don't know why you had no sfx, there is one there, another commentor also said it and they liked it, it sounds like metal striking. Maybe it bugged on the web build? Or you accidently had the volume too low or webside muted? There's sfx for the spinning, collisions and a battle theme that can be turned off and on. If possible, i recommend you to retry the web one, after making sure nothing is muted, or downloadable one, it shouldn't have audio bugs if it was something with the web not loading correctly.

yeah i read that. the concept is really good still, could be something u expand on and polish outside of the jam

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interesting concept, tho wished it couldve incorporated some spin mechanic into the combat, like rolling attacks and stuff. couldve used some audio and sfx, wouldve made it more immersive. players shouldnt be able to heal, or there should be some cost for healing, wouldve made levels more difficult. there was also some lag a times, tho could just be the browser. the dash was really fun tho, ZOOM ZOOM

interesting concept, some levels really required quick timing the rotations making them difficult. i like it. tho spinning a lot too quickly may give the players dizzyness if played for long. also wouldve preferred if the music did not change between levels, as the levels, atleast the starting ones end quickly, and with it the music too, which doesnt give the music time to breath.

still a cool concept, can definitely see it become a cool mobile game with 50 or so levels, each getting progressively more harder, complex, and maybe a way to add abilities, like portals in leveles and stuff.

fun

really cool idea. i dont know if its a genre but felt like geometry dash, the music, artsyle and timing ur inputs, kinda like a rythm game, but progressive, really enjoyed it. wish the arrow keys could be changed to w and s, and then the right hand would be free to use the mouse for the shop. it took me a while to figure out that i could just use the keys to browse the shop, but it could just be me, if i see a menu i try to use the mouse to click unless i was told beforehand space and arrows work. the sound design and visuals are incredibly good, really satisfying sfx. i do wish the bgm was a genuine loop, and i couldnt hear the moment it loops. also if it was supposed to be a rythm game the bgm could be longer with a drop (i might be comparing to geometry dash too much tho) and perhaps the things u pickup be timed to the music (again,only if the idea was a rhythm game). really fun tho, took 7.5 minutes to finish it. if this were to be a full rhythm game with more complexity and stuff, i can definitely see myself buying it and playing casually for funsies. also net positive that unlike geometry dash there arent craxy flashing lights. i dont have epilepsy but it does give me a headache, so good to see a game like be enjoyable and not migraine inducing.


also dont take the stuff i said too seriously, im awful at getting my thoughts across thru text.


overall very fun definitely would play again if it gets expanded as a full game

you will deal damage regardless of ur range as long as u collide with more momentum, the dash is just to give a quick burst in case u r slow and vulnerable. also i will play other games once i fix some stuff in my game, but i think i cant pick and choose ur game, as i can only play games in my queue

thnx for playing my game! can i ask u to elaborate what u mean by "close enough to enemy"?

thnx for trying my game! internally the dash gives u a boost in the input direction at that frame, so that u can immediately dodge walls or tackles. also that random death is from not tackling the enemy within 15 secs. i dont know how to better word it in the instructions. its to ensure players dont win by sitting idle in a corner, becuz if players avoid any collisions at all, the opponent will automatically lose given enough time. over the next 24 hrs im going add some music in it, just didnt have the time before submission. and yeah i wanted to add abilities tied to the core, like u can leave behind a dustdevil that sucks spinblades in and drains their sp, or an aoe ice attack that makes the area incrdibly slippery, but it wouldve taken more time than i could give