But... why am I losing them? :'(
matchaberi
Creator of
Recent community posts
Oh, ok, I was trying to figure out whether it was speed-based and even if I had to hit them with the things (hearts?) around the player, but I discarded that theory pretty fast. Guess I overthought it too far 🤣 Maybe you could turn the center circle gray after the first hit or add other visual feedback to make it 100% clear how many hits are left.
I played it again and got to the end. I agree with other comments that an invulnerability window would be nice, and, personally, I think it would feel better if projectiles impacting at the same time only cost one life.
Still... what's with the babies?🧐 (I got -4848 saved ;-;)
Anyway, I mean what I said in the previous comment, the game feels neat.
I really liked the whole vibe. It was a bit hard to get the spin to do what I wanted (it starts/stops too abruptly), so the already difficult gallery/laser-filled room was even harder. The music ended up feeling somewhat repetitive, but at least you had some :) Great game for a ~7 day jam and nice work with the details like checkpoints and Gobby's animations!
Thank you for your mercy 💀😅
Yeah, I know, especially having changed recently to Godot. I doubted myself from day 1, but I really wanted to at least try to participate in this jam (been looking forward to it). I tried to filter the idea down to the core of the game for at least a playable prototype (movement, spinning wheel, and its effects on the player). I'm happy I at least got that part, mostly :P
Thanks for playing and appreciating all that was appreciable! :)
The wheel felt really good for me, I don't know if it's based on player accuracy when it just stops at the moment you hit it instead of still spinning for a bit but it's really nice to have that variation. The chosen music fits really well and the art looks very good. Everything matches neatly. I only expected somewhat of an ending, being something to be tried in a jam, but when I got past lv111 I was like "hella no, I'm not trying to get to lv666 just in case" 🤣. I didn't try to use the spin upgrade either since you already put a warning, but it was cool anyway. Maybe being able to get double weapon would have been even cooler. I also had what was supposed to be the coolest spinning part of my game not work so I feel you there🫠
Got all the endings! though I felt bad in the process for two of them ;o
Chill and fun -love the funny names, Simon's personality, and the little puppets, met at least 3 of them-, good to get out of the rush for a bit! The voice was great too :) Missed some music or at least I didn't notice any even turning the volume pretty high. But good job turning the theme into this cute game and also teaching that idiom!
Please PLEASE adjust the colliders and/or the jump length, it's so hard to get it right, and being killed by just a bit of dust super slightly (to the point you don't even notice) touching the tail is not fun...🥹The game in general and its story are really cute though! That little change would make it a great tiny game, at least that's what I think.
Also yeah dying with the current heat here too 🫠🫠
Really good overall except for the crushing audio, especially in fullscreen mode. Otherwise, I see this becoming the next cookie clicker! (with its own style and twist obviously).
As an idea, I'd liked an autofeeder, maybe as a progression after using the cat feature for a while, but maybe that's too idle for what you wanted to achieve. The cat was really cute and a well-balanced mechanic too.
The end was so fast I didn't fully get it but in the page it sounds like it's something big, maybe I missed something important?
I was able to win it but lost at the next endless mode round 🤣
Really cool concept and creative way to apply the theme. I had to restart it at the beginning more than a couple times to figure out how to pass the rounds (even knowing the theory) but that's mostly fine. I'd maybe add an explanation at least in the page for the play buttons (first two attempts I just pressed normal play -didn't figure out it could be paused at first- and instantly lost). I would've loved a more special win screen, but it's incredible you made such a polished game for a not-so-long game jam, especially as first-time game jam entrants! :)
It was very well balanced and fun to play (enough challenging but not too hard). I usually get annoyed by this kind of wave games because they're absurdly hard, but this one was nice. However, I got softlocked at wave 16 (web version) by some enemy left that I couldn't even see. I'm not angry but a bit sad that I lost my progress and didn't even get a cool voucher 🥲 -dw, won't affect the rating at all
Good implementation of the theme, almost subtle :)
Oh I'm so sorry about the wheel size, especially that it doesn't addapt its size to fullscreen when it should have (most likely my own mistake somewhere). I hope at least the placeholder icons in top of the character make it any better? (they're there for most effects). Thank you for playing & your comment, I'm glad you liked the concept ;)
Thank you for your feedback! I'm still figuring out why this happens (using Godot 4). Do you happen to have any idea? I agree with you on the level-making. I used a very simple random tree placement for the jam as a prototype level, but I'd like to make more and better levels. The buff part is all still very prototype-stage too, so maybe with actual visual effects for each buff and maybe a separate UI indicator it will be better, think that would work?
Hi! The ramps only work if you have enough impulse (you're supposed to use the turbo before and through the ramp), or they can serve as a stopping point so you can spin the wheel without the danger of crashing on a tree. The wheel is supposed to spin when you press Alt or the Right Trigger in controllers (I'm still updating the page so maybe that info wasn't available when you tried it). I'm still fixing bugs, but that should work now. If you happen to try it again and it still doesn't work for you, I'd appreciate the bug report. Thanks :)
Okay thx! I kinda wanted to play this one because of the simpler graphics, though, they look better when in a small window. I also like the vivid colors, and the clouds feel more relaxing. But Vivaria 2 looks amazing too and it's highly appreciable how much effort was put into it, especially with the new UI and options ;)
Yay!
It was fun to play it. I would have appreciated a little more margin to throw things into the pot instead of guiding them inside to avoid dropping them outside in front of it, but it's no big deal. I found some recipes a bit un-intuitive, but since it is a game about experimenting it's okay. The art is lovely, actually, that's how I found out about the game, searching for assets. Thank you for sharing them!









