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Lexior

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A member registered Apr 01, 2025 · View creator page →

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Hello! If you get stuck, you may want to view the youtube vid embedded into the game page. In the first room, you need to shot the colored shooting targets with corresponding colored ammo. In the room you are blocked with 3 colored walls. Shooting each target with correct ammo unlock its respective door. Then you're free!

5/5 across all categories. Shii is peak

Perfect visually! I love western so it was a no-brainer for me to play this one. I loved the merchant art... until I clicked it and it farted so loud my ears exploded, which I reckon might be cool and funny, but I wanted some seriousness from very serious jam (even if that seriousness is satiric, there isnt). Gameplay could get some system work. First off, the game scales pretty badly, with being a little too difficult mid-game (cash value scales by itself, and not by buildings numbers percentage), but at least you've implemented auto-win on destroying everything. Upgrades are way too cheap, it would be better to have incremental costs upon upgrading the same feature rather than a random assortment of cards.

There is also nothing to do upon shooting the tornados. Would be cool to have some type of agency mid-flight, like tilting or poking the tornados with an expendable resource, refillable at merchant for example.

Bugs:
- The music stopped playing upon finishing the first area.
- Screen edge collissions dont work properly, meaning when tornados bounce, they do not bounce naturally so there is no real way to predict how to aim them at buildings.

Thank you for playing funny kebab man!

Absolute zero in terms of seriousness, absolute max in terms of enjoyment. Maybe you won't win the most serious award, but the combat system is fun to engage, nice dungeons to explore (were those aztec brown pillars for anything other than decoration? As well as that peculiar plate. I had a feeling that some props are completely out of place).

I really appreciate the voice acting hahah, it added A LOT of personality to the experience. And the ending with endless spinning is defo cherry on top. Good game!

As you can see, I've been having WAAAY too much fun in this one. 

Your title is as serious as it is unserious sometimes. You've successfully merged the core loop of dark souls with controls of happy wheels and slapped classic Swords and Sandals aesthetic on top of all that, then made it your own with the spin of a jam. I might be totally biased, but games so cleverly developed deserve to win some prizes. I'd say, you winning the CrazyGames award would give you wonders, since you could further think how to gain financial revenue from your work as a browser game. Outstanding work. 

And not to leave you too glazed, I'd say some extra screen shake for critical damage (like 100+, my max without damage upgrades was 314) would up the UX. Some extra audio would be nice, for the rockets for example (however the randomized pitch for steel clash is already present, which is most welcome).

Lets talk abilities: I only upgraded spinning, which is the driving force of the core mechanic and directly translates into damage. No point in upgrading damage stat, especially by such a low number which was 3% per upgrade. Either up that number or scrap the upgrade completely (I'd say scrap it and add more locomotion mechanics, like jump power or grip - to climb the walls). HP upgrade is also kindof 'eh', since you could be upgrading HP and damage automatically on levelUp or simply provide alternative ways to heal through the slots.

Some nerfs to the flail should be taken, since it is the most reliable damage dealing weapon in the game, or to create alternative one-shotters. My final build is as follows:


Whilst not the most stable for climbing/parkouring, it is the most efficient damage dealing combo I could come up with - legitimately killed the boss in 30 seconds or less on level 9 spinning (I regret uprading 1 level in HP so I could see max lvl spinning).

Hopefully you win, or otherwise continue developing this game, since I'd gladly pay for an extended version anytime.

Ohh, adding a cheat sheet is a great idea. Will do that along with pause menu in the post-jam patch! Thank you for playing <3

I became a professional master baiter with my reporting skills. Also, playing this on my phone was wild as the game used TTS in my native language so converting from english added to the nonense SERIOUSNESS of this title. Great job

Definition of a Serious Game genre. Played well on the phone! Love trivia questions, though failed most of them and wanted to see what the correct answers were but never got them (maybe part of playing on the phone). Clicking the fan was nice and super relaxing. The game resonates greatly with most of people in the wake of sahara air current sweeping through european countries right now, making people ask the same question as in hour trivia quiz - what is the highest temp people can libe in with infinite amount of water. I guess we will see by ourselves!

Im legally blind with the restart button then hahah. Thank you for the headsup! Good luck to your team!! Hopefully you'll try our game as well 👉👈

Hi, thank you for playing! If you feel lost, you may check the youtube video embedded on the itch page and check the solution to any puzzle!

We will definitely improve level design going forward to account and better use the camera angle. Regarding controls - what's there you don't like or would love to see changed? I can't really say much bad about it except for karmic spinning as a nice feature to implement for the cylinder.

We are definitely planning to give more insight to the player in future post-jam patches, we can see that feedback almost everywhere and we wholeheartedly agree. It's a bummer you haven't managed to finish the game - you can watch the yt vid to see how it ends (at least see one of two possible endings). In terms of mechanical mish-mash, we overall overengineered AI logic for what 8-15mins of gameplay time, but if a scale was bigger, that would fill a lot better since we would have enough time to teach the player each mechanic individually. 

Clowning won with seriousness in this one! Thank you so much for playing and giving feedback, appreciated <3

So, you've your own 7day Rayman! Visuals, audio and overall fluidity of presentation is your most robust feature. The thing that lost you is... game design. There are some flaws in technical and systemic design which drain the enjoyment metric of this title. Movement is sometimes too crisp, which halts the dynamism of the character, however I appreciate the application of coyote time. The weapon randomizer seems a bit pointless/flavor only since all abilities are horizontal and one-directional. The stipulation randomizer at the start of the level needs karmic randomization,  because I only experienced fire hoops, lava and all enemies, which leads me to... uneven objectives. Lava objective is way too short, defeat all is way too tedious and long. 70% of all enemies should be enough, but again - not all levels allow for that since I had the kill objective in a level where I fell 100ft or sth down to an ending hat with 7/13 enemies with no means to restart the level, so I gave up.

Overall fantastic artistic potential, but being held off with poor design decisions. 

Phenomenal game pacing, difficulty, music, animation, what the hell, this might be the best game of this very serious jam. Congratulations!

Very satisfying! Kinda low speed of the rotating sword though? Even with max meter. I like the enemy variety, and while the balancing of encounters is off the charts sometimes (like FULL AMMO encounter), it is a great time to play. You made sure each hit gives feedback, whether it's bullet time, splatter or variety sfx - I can appreciate that. What I would do is to save the encounters and make them a level selection so I can get back later one day instead of having to go through the same gauntlet again. I can see myself then having this game saved somewhere on my disk and booting it up from time to time. Overall this game deserves to be made fully commercial.

Very serious spinny game! Very high polish and variety of gameplay offered there. Just a headsup - coin trails have different controller settings, and the player cannot have more than 270 degree rotate angle in comparison to full 360 in survival mode. This makes the controls more clunky and less fun. I'd also love the dash to have a little less cooldown but I reckon you made it this way so avoiding getting thrown out of arena will be faster. Great game! 

Perfect visuals and audio. The gameplay could use some more work, like gunplay - more shots per mag but higher firerate, weakpoints on targets, etc. Driving stage would benefit from at least a second variation of dark clouds. But I was having enough fun to give enjoyment 4/5 and to get to the end of the game. Very appreciated tutorial at the start! 

This is the best of all turn-based spin-a-wheel battlers on this jam I believe. Fantastic animations and hit feedback. Had a lot of fun playing. I wonder how many followed in your footsteps with the idea once you started posting it on discord in progress channel. Not much of a constructive critique there except for maybe coming out with some other unique mechanics slapped on top of the base spinning wheel, but that's more of a post-jam update I think. Well done!

I'd say the chances for false positive are rather high. If you have a reputable antivirus like bitdefender, check your PC for viruses. If it wont find nothing, then this is a false positive. However keep in mind that I am scanning every UE5 game before playing and this is a second one so far (out of like 30 scanned) which got me a positive, which means you might have some minor crap on yours, just not malicious enough to be recognized by others (some antiviruses install their own spyware in files though so this might be that). Zillya is not a super reputable antivirus as well, it often flags potentially malicious stuff as trojan.

(2 edits)

You are right about that! There were supposed to be way more popup descriptions and dialogue quips coming from clowns as well as merchant regarding secrets and game ending. However we haven't managed to iron out the unreliable triggering of them, so in the end, since they sometimes caused funky softlocks, we decided to disable and re-introduce them after the jam is finished. But we're confident about what we did wrong regarding technical design, and will fix that as soon as the lock on patches will be lifted. But yeah, overall affordancy needs to be improved in the future titles. Thank you for playing! 

So far tested on 10+ different PCs and launches without issues. Try ALT+ENTER while having the screen in focus to retrigger fullscreen optimisation options.

Just a headsup dev, and players - the game files seem to be infected with trojan virus. Might be wise to double check with an antivirus before playing

Honestly a very solid project! Clean looks, smooth gameplay. This is definitely the type of game I'd go for if I was exploring the engine capabilities. I've downloaded it and certainly will play it to skip some time. Thank you for that!

It sure would be easier, but certainly wouldn't be as uniquely looking. Also it could cause some locomotion issues to some players. Surely there is another way around this?

This game is more like a visual feast rather than a challenging and fun interactive piece. All aspects from dynamic UI, stylish post-processing and UX options like graphics settings were great to see. However the gameplay is lacking hard. Having the jump to be delayed by 2seconds just because you need to press its input twice to roll a weapon instead is truly one of the game design decisions of all time. 

YOU WEREN'T SUPPOSED TO WIN THAT FIGHT WERE YOU?

You probably already know that the bubble counter is bugged and counts as 3-5/piece. Nevertheless, this is a great adaptation of WiiU plane game inside Unreal Engine. It was great to relax to it as a break between gamejam entries.

The most spinning of all games in the jam I've seen so far. My arm literally is aching right now, but it was worth it. A few constructive notes from me though: too much is offered to the player at once, meaning types of ammo, where to rotate, what to aim, and the immediate pressure of being knocked out of fuel confuses most of the people from what I've read. And that scaling is probably the reason why I haven't given this game 5 stars in enjoyment. Upgrades are nice, but again - scaling kills the satisfaction from getting them, when I expect to survive for longer, but it occurs that in wave 3 I get shot twice as often so I indeed am losing power even faster regardless. Nevertheless, the game is a perfect starter towards a game that could be very successful on steam, especially targeted towards military enthusiasts. Very serious indeed!

Cool mechanic of rotating elements in the level. I just wish the game had more word interactions. The level which mixed antigravity with super speed was very clever!

Earning money is waay too slow, unless there is something more supposed to happen in the game.

Clearly overscoped for the timeframe of the jam. I love noir vibe so that's a big plus from me. Quite unispired though, however the spins and the ability of fudging/nudging the wheels are a welcome feature. Good foundations for improvement!

Clearly overscoped for the timeframe of the jam. I love noir vibe so that's a big plus from me. Quite unispired though, however the spins and the ability of fudging/nudging the wheels are a welcome feature. Good foundations for improvement!

I did a flip.

I did a flip.

Okay I wasn't expecting the originality to be of this caliber by the barebones page, but dang - this was super stimulating and fun. Great game.

Okay I wasn't expecting the originality to be of this caliber by the barebones page, but dang - this was super stimulating and fun. Great game.

I had great fun delving. Kind of a puzzle game. Good job!

Needs way more improvements to be enjoyable. Got bored pretty quickly, but the core idea of lobbing spells is nice. I've filled the survey, check it out.

HEWWO