really great point, we probably got a bit too enthused about having multiple sound effects that you can spam, but even internally we haven't been able to get a perfect score, and we have some pretty cracked out osu players :P
limiting it down to fewer buttons (and doing some more work to make the sequences easier to interpret) & giving the spinner more love so you dont need to be so careful about where you start your spin would definitely make the game play a lot better - i guess that's the hard part of a gamejam however, it's all tradeoffs...
thank you for playing and the kind words, we really appreciate it :) !!!
locatedinspace
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overall a pretty well put together incremental game (visually you did a great job with the style!) - i think it is nice that the upgrades automate stuff, but for people (like me) that love pressing buttons, it would be cool if this option wasnt taken away once the upgrades happened - or maybe instead of the input to the machines being the action you are automating, the interaction would be spinning the machine to more closely align on the theme when it comes to gameplay rather than premise, and this would be automated with upgrades so that you didnt tire yourself out / get CTS.
i think the game would overall be more satisfying if you got more machines, rather than just upgrades for your current one - but this is obviously subjective, and your solution is a lot more calming than the stress i imagine mine would grow into.
good job folks :)
a thing that would make the game feel much more fun - not that it isn't! - would be if the camera was slightly more zoomed in / dynamic, so that the movement felt more fast as opposed to just a relatively slow panning camera. for a delivery game, i feel like it's quite important to exude a feeling of rush, even if there isn't a timer.
your game development journey has started off pretty strong, hope you keep going :)
think this style of game would be better suited for not having a timer, but i enjoyed reading some of the conversations, and spinning my way through them. i did get stuck relatively often while navigating between the NPCs, and also i kept picking the wrong one, that damn owl needed constant gaslighting - i feel like this could be solved with maybe highlighting the character you are selecting, other than that, very cute art and i think you definitely spun.
absolutely incredible vocal performance, truly a talent that you should cultivate. was quite sad that keyboard wasnt really supported, so its hard to judge the game properly BUT i did have a lot of fun dashing around and i could imagine how very serious it could have felt, had my opponent been a threat to me.
#ialsohaveajobandyeahitshardtomakeagameatthesametimesoigetyouhopeyourjobpaysyouwellnotthatitsbecauseyouneeditbecauseandimsayingitbecauseofthgameijustthinkitdbeniceifyouwerepaidwellbecauseihopeveryoneispaidwell
might not be best time to launch this game as GTA 6 is around the corner, and there's quite a huge overlap between your games i'd imagine. found it a bit confusing to progress, and the premise of the game is more akin to spin as a potential flavour, than spin you can really feel (#spin) - hope your exams went well :) <3
might not be best time to launch this game as GTA 6 is around the corner, and there's quite a huge overlap between your games i'd imagine. found it a bit confusing to progress, and the premise of the game is more akin to spin as a potential flavour, than spin you can really feel (#spin) - hope your exams went well :) <3
Really interesting platforming concept that requires the user to be creative in cancelled rotations and jumping on it before it leaves again (at least that's how I solved lots of the puzzles, maybe I did it wrong :P)
I think the jump from level 1 to 2 was a bit too intense with level 2 requiring too much and needing to be a bit clearer to the user where they have to go next - for example, the carrots you have to fall to get really should have an indicator that the user is doing the right thing, or it becomes a very frustrating experience to jump towards something, missing it by a tiny amount, and then needing to repeat a long platforming section.
