No issues, but I might add health bars for the bosses or a couple secret bosses.
KingMidis
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Great game! Wish there was more polish/juice around successfully hitting a move. It just kinda... disappears. Would be a lot nicer with some sort of particle splash or tween out, you already have the function to make them smaller, so why not apply that when I do something that should feel punchy and interesting? It seems small, but once I noticed that it just gets removed, it made the experience a whole lot less satisfying than it should have been.
Either way, really creative game, and awesome presentation too!
Fun game! Love the physics-based approach to an infinite runner, real creative.
If I had to give one piece of feedback it would probably be to make the jump more impactful. as it is, it's not too notable in gameplay, and you're sometimes just left up to luck if you can get coins or not since you can't control the wheel aside from it.
All in all, I'm nitpicking. It's a great game with lots of opportunity to add depth. Nice job dude :)
Samsara was pretty good!
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4710248
Yeah, I could have explained the premise a bit more I suppose. The whole idea was that gravity flips (or in this case, spins) every time you land. I tried to show it in the starting cutscene with the title spinning, and originally the entire camera flipped every time gravity would change, but it ended up too annoying. Thanks for playing!
Great concept. Time loop stuff is always impressive to me, and adding different characters that can do different things is pretty cool. Managed to beat the game too!
A few points of feedback, though:
- The actual "spinning" part of the game felt really annoying. It was pretty shoehorned in, and, at least for me, the later puzzles I found were very confusing, making me have to spin over and over. I ended up having to go through every room with every character to understand what you're supposed to do. The fact that you can't stop the wheel immediately and the fact that the bird removes a bunch of spikes makes it so that every mistime is amplified and takes what feels like years to go and fit yourself into a little hole and die in the egg room.
- The mole/capybara/big rat thing was really underused and confusing at the start. The symbol on the wheel for it doesn't help either. If the symbol alluded to digging or breaking walls, it would have saved a lot of struggle.
- The switches shouldn't be able to go back. There was never any reason to switch them back off, but the fact that you're able to made it so that I would flip the switch, not know if the input went through, and then spam switch and go see what changed in the world. The fact that half the time, the switches don't affect anything I could see was really annoying.
- The "impossible" jumps aren't impossible enough. Every time there was something that a character barely missed, a jump, a ledge, a rope, it felt like it was really close, so I ended up trying it over and over. The one headhitter near after the first water room felt like it was just really hard, not impossible.
Otherwise, it's a really great game. I enjoyed it tons at the start (though I lost a bit of my wit near the end of the game), and the cozy/horror vibe here is great.
Good work!
Nice entry, though it can feel more like a simulation than an actual fight at times. Maybe if the enemies weren't on a wheel, or they had a different, simpler wheel, it would be more engaging/interesting. Either that or a way for you to influence the outcome, since right now the player is just clicking a button and watching their lives go down. It'd be really interesting to see this game with some kind of E33-esque parry/dodge system that still keeps the elements of turn-based that you want. That aside, the art is good (though the mixels aren't great), and the narrative is interesting. Great job getting voice clips in there too!
Great concept, but it feels like the flail's impact is missing something? Maybe some screenshake, particle stains, flashing, hitstop, squash and stretch, or collision sending it back around could help. Other than that, the game is pretty juicy, and the different enemies definitely keep it fresh. Nice autumn palette too, great work!
Here's mine!
https://kingmidis.itch.io/umop
Peek around and see if there are any bugs to fix if you can.

₪ W U W ₪
weave, dash, and dodge through various bullet-hell patterns,
absolutely wreck bosses who totally deserve it,
and become confused.
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
[play it here: https://kingmidis.itch.io/wuw]
Would be glad to check out your games as well if you want to try my Undertale/Tunic inspired boss rush! 
Check out WUW here: https://itch.io/jam/major-jam-8-wonder/rate/4644652

▧ BuzzBall CLASSIC ▧
a short demake of a game made in a few hours
dodge bullets,
smack cubes,
and improve every attempt!
[ play it here! ]
Surprising amount of content and replayability for a jam! The art is so Pizza Tower and the gameplay is weird in such a specific way that it's just bursting with creativity. The main gripe I have is that the way you take damage isn't really explained all too well, but that's easy to look past.
If you were able to take the time and rate my game as well, I'd be really grateful.

Hi! Just finished my entry for the jam, and I'd really appreciate feedback on my game! If you decide to leave some critique, I'd love to give your entries a go as well.
This is The Battlebox, a tough, Undertale-inspired boss rush about avoiding bullets and getting praise from a sapling.
[Give it a go here!]













