thanks for checking my game out! really, really glad you enjoyed it, makes me very happy :D
LokoPonto
Creator of
Recent community posts
This game is very cool, I liked the incremental challenges and privileges you need to sacrifice to keep moving forward!
It took me a while to notice the player's hitbox is the heart, so maybe just make a mini car the size of that heart to be the player's hitbox instead? I just found it unintuitive. Or maybe make the car darker so the heart is more prominent?
Nonetheless this game looks like it had a lot of care put into it! Amazing job, very clever and very fun to play!
This game's art and animations are very stylized and fun to look at! Gameplay wise, the camera movement can be very abrupt sometimes when you turn.
I think the spike enemies are a bit artificially baked into the levels, maybe running from a moshpit of them would be a bit cooler! Gameplay overall is engaging, great job!
Maybe something material/visual you could do with the snot, like building or something, making snot bricks to make snot buildings. Just so it actually looks like I'm doing something with them. Different types of gunk, pink and yellow, could have different uses. Earwax would be a great addition, maybe unlocked later in the game, use it as fuel to harden the snot into bricks!
These are just some ideas, but you could do a lot with this game's thematic! The progression is rather quick, it is a gamejam after all. As it stands, it is oddly satisfying, and thats the essence of clicker games. Best of luck!!!
Thank you so much for your insightful comment! Really appreciate the time you took to relate your experience. The inconsistency of the controls, as you stated, comes from not inputing the dirrection you want to go while spinning precisely or from making a small spinning radius ( only in dynamic mode ). I am considering your suggestion of holding Z to enter the spinning mode and then holding D or A to spin clock-wise or anti clock-wise, which would make it easier for the player to spin, while still keeping aiming a challange.
I want to fix the dog's 2nd phase stamina problem by giving stuff for you to parry while the disc in the background, and also make parrying action less punishing by reducing an amount of stamina other than draining all of it, my fault. The 3rd phase of the snake already have things for you to parry, the green boulders, so that phase might be the only "skill issue" thing I've read lol.
Some of the attacks are "random", but the randomness only kicks in after a certain amount of time without hitting them. If you do hit them, the chance of the boss attacking gets higher. But I feel like there is improvement in the code so it feels less random.
Thanks again for your feedback and your experience playing, I took some notes and will follow through with them! Peace!!
You are right, games like this are not for everyone, especially with the odd mechanic that is spinning! Thank you for giving an account of your experience, as it helps me make it more accessible for different type of gamers in the future.
The animations are hand-drawn and took a lot of effort, so I'm really happy you liked those! I appreciate your honesty and thanks for playing!
I love the aesthetics of the enemies, the universe in which the game takes place is very engaging. The theme spin was very much incorporated into the game, as the level spins and you might get crushed from that! Really cool, I managed to beat it! For the players struggling with some of the levels, I would highly recommend upgrading speed and health, they seem very essential. Great gameplay, intense soundtracks and incredible art.
It didn't feel like a bossfight, more like chasing something down and destroying it, which isn't a bad gameplay loop, just doesn't feel the boss rush aspect of this jam. Would like to see the boss have more impact and feel more unique from one another. Thanks for this game, I had loads of fun!



