Thanks for the review! You should see what happens when you say "no" to liking the game XD
Kittyking101
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So... what did I learn?
- I learned that I want to help people make awesome games and be more active in the community.
- I learned not to be concerned with ratings and that my definition of "winning" is valid.
- I learned that I can't do all the things all the time.
- I learned how to vlog... maybe...
- I learned that Juniper Dev takes games very seriously. But like really, her video content is up there with Masahiro Sakurai's when it comes to teaching game development concepts.
Thanks to Juniper and everyone involved for elevating the medium of gamedev to new heights. Hope my little learning thread inspires you all to keep making games!
Well done learning all that from scratch! It feels great to make something 100% original. I'll have to check out Bosca Caoil; I use LMMS for my music (also free/open source).
I like how you leverage the rules of tetris in your game for accessibility (the way you put a spin on it was also really clever). It's kinda like using chess as a base game; pretty universally understood set of rules that you can build off of.
I broke the game and got to lvl 125 before I stopped. I enjoyed the moment I became unstoppable, but it also resulted in an endgame where I saw nothing but yellow. Better than seeing nothing but red I suppose...
- Not sure if there's any exponential difficulty scaling but that would help finish a game eventually.
- The fact that the leveling and upgrade choices felt meaningful and I was able to get super strong is actually a good thing! I had to put in an effort to get there, and it paid off.
- The way the theme was implemented is literally perfect, though it does become a bit of a chore sometimes.
- Good choice of music! Fits the incremental minimalist tower defense genre of game.
- Using a white circle to display missing health is clever.
- Not sure how serious the business is. Protecting your investments is pretty serious though...
You made a game that got me hooked from the start and kept me going. Excellent work!
I ended up scoring 13300 points!
Other than the lag on the first hit, this game was smooth and well-balanced. I really enjoyed learning how to optimize the gameplay of gaining spin speed and avoiding spinners. The fact that health = damage and hp regen = slower movement creates such a fantastic game loop imo.
The slow-mo effects when you knock out the other spinners is awesome! Reminds me of the smash bros ultimate kill screen.
- The driving game is well balanced, though learning how to slow down required some extra reading.
- The first couple of spinning blade games can be won by avoiding the other spinner, so I found it was too passive.
- The art/music/SFX made this feel like a complete experience, and I liked the hand-drawn aesthetic.
- There is certainly room for something to connect the two games together in some way.
- A bit of storytelling would help sell the experience of being a professional spinner.
- Both games connect well with the theme.
- Driving is serious.
Great job!
Ahh I think I know what you're talking about. Your game had an invisible wall which told me I couldn't cross it, but I didn't expect I could go over it until I accidentally discovered how. Many players won't do that and will get discouraged.
A little direction goes a long way, though I agree it's fun to figure things out based on intuition. I like how Valve handles tutorials in their games: they imply what you need to do without interrupting the gameplay.
I appreciate you defending your narrative! My main disconnect came from the contrast of negative text and positive visuals/music. I can suggest a small way to sell the fear: stop the music on certain dialogue lines. On example would be "you are small and weak so this should suit you" and then add an unsettling pause before the music resumes. Then it's clear that something is wrong to the player and they can ponder why.
A Good Game! You took this gamejam very seriously and I am impressed with how much this game offers in a short timeframe.
In terms of the story (wish I could add spoiler tags on itch lol), I didn't understand why the animals had to be mean to the protagonist at the start. It makes sense that the capybara wants to vibe with the animals and the animals though he would die if they didn't stop him from being too friendly, but that would work better in the middle of the story than the beginning imo. I think it would be stronger if losing the mother happened during the gameplay. Perhaps you get to play all the minigames the first time with positive feedback, then that happens and they don't want you to help because the mother being captured teaches them that generosity is dangerous. It's only until you are rejected by all the animals do you find the human to help, which leads to the positive ending.
I realize the story can't be too long, but that scenario would connect with me a little better. The current scenario would make sense if you put more emphasis on deciphering clues about what happened (like the scarf). What do you think?
This is a very serious game that perfectly simulates an office job. The puzzle of movement was fun to figure out, though I did tumble over one time and had to reset but it wasn't too frustrating. Sounds effects were realistic too! It's just missing a well-spoken narrator to point out your ineptitude.
Fantastic nautical experience! 3D models are clean, the colors are vibrant, and the camera transitions were a nice touch (the credits sign was well placed)
First game I didn't realize how the clock mechanic worked. I figured it out after opening the "how to play" tab, but my second game I spend too much time thinking and not enough time spinning so I lost early. In my third game I spun too fast. There was nothing that told me how I should play optimally, so it felt like I was running into unintuitive barriers. A little more direction and this game would be a fun challenge to get better scores with!
Took me a while to figure out that spacebar spins the wheel, but I was hooked! Managed to survive in the end.
- The choices for spells were immersive and having to spin to cast them is really clever and thematic. I started with the doubles so it was funny since they didn't do anything until I leveled up.
- Interesting how passive effect are attached to the wheel so you get less consistent spellcasting. I like how it balance out those effects, but I did feel a bit nerfed lategame. I would've liked if passive upgrades had to be hit like curse and were removed afterwards. You could play into the gambling effect better if a strong upgrade needed a 1 in 20 roll to activate. Would feel more like spinning to win than spinning to spin again.
- The difficulty was noticeable at first and I almost died a couple times. However, I discovered being faster than the skeletons meant I could leave them in a big clump and just avoid getting in their way.
- The lategame was too slow because I couldn't do enough damage to blow up the skeletons. It became a walking simulator at that point. I wish I had a vampire survivors-esque insanity build to go ham with.
- Do the skeletons really care about your debt? Not sure how serious to make of it...
- Collisions are pretty unforgiving. Sometimes the direction you drift is further into the wall which softlocks the game. Simple fix would be adding the option to go backwards and removing the drift movement effect.
- I don't mind the speed of the car, but the fact that it doesn't stop sometimes makes it really hard to stay on the target and avoid crashing into walls. Consistency is key!
- When breaking, some deceleration would work better than a sudden stop.
- The theme "spin to win" isn't shown much. You can turn the car but that's not really a spin. I guess tires spin but you don't see them do that here.
- Driving to work is very serious!
Hope my feedback is helpful. Keep spinning your wheels to make cool games!
Yup, this is pretty common in my experience. I work with physics a lot so it becomes easy to avoid mistakes when playtesting. Of course, if someone does end up screwing up then it needs to be forgiving enough to get them back on track. Perhaps that's the real issue instead of the game being "too hard to control" but I'll have to take a spin myself to see.
This is a great thing to learn! Game designers are artists after all.
I think it's important to recognize that programming a great game is an incredibly difficult thing to accomplish compared to programming traditional apps. Getting a feel for the game isn't a binary operation. You have to playtest and observe all scenarios that your game is capable of and use art/music to sell the experience beyond the game logic. Whether you succeed or fail is entirely subjective from the perspective of the player.
Cool that you mention board games too! Programming a game allows you to account for variables that would be hard to keep track of in a board game, so there's a lot more freedom to customize the experience without being overwhelming.









