I'll have to play around with those upgrades. The 2x should stack with the additional points, and in my (admittedly limited) testing it did, but it's possible there's somewhere where it can get messed up or even not trigger at all. Sounds to me like it could be a bug you encountered, so I'll definitely look into it!
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A neat take on an endless runner with really fun art and writing. I dig it.
It was a bit difficult; I couldn't figure if this was a me issue or something with the timing and/or controls. Parrying felt especially hard to do.
I still liked it though! Especially impressive for a first game in Godot. Great work!
I absolutely love the artwork for this, possible my favorite of any game I've played so far. The npcs are great; I want so bad to talk to them, and to become good friends with the little green guy in the gym.
While understandable for a jam game, I think it becomes a little repetitive. If you have any future plans for this, more mini games would be an easy way to expand it.
Overall, this is really good. Please let me talk to and befriend that green guy.
Neat little puzzle game! It wasn't too difficult, which was good for me because I'm bad at puzzle games, haha. I like the little clues; they work well, but also feel subtle and like they work in-universe as well.
The "mega-spin" felt a bit odd in the context of the rest of the game. I don't know that it was necessary, even with the theme. I think the mixing positions aspect fit enough for me, and works better for the puzzle vibes you've built.
Overall, it's simple, but fun! Your art is great; twenty two hours well spent if you ask me. Amazing work!
I love the concept of this! Could definitely see it being expanded on. Roguelike autobattler is a cool combo of genres too. Like others have mentioned, the bouncing could feel a bit more "natural." It seems to be just a completely random angle? Overall, super cool. I'd love to see where it goes if you continue work on it! It really has the makings of a neat experience!
Something about this game has a very off-putting vibe. I think it's a combination of the minimalist interstitial title screens, the simple but surprisingly effective collage style graphics, and the sound effects with no music. I don't know if the vibe is intentional, but to be honest, I absolutely love it. Everything is just very strange.
A lot of the games boiled down to the same basic thing, and some of them gave you no feedback that you were doing the correct thing at all, which was a more than a little frustrating. The electricity one felt especially long, whereas others, like the phone scrolling, felt especially short.
All that said, this is seriously my favorite entry I've played so far. I might just have strange tastes in games, but this just works so well for me. I also like the kind of "throw everything at the wall and see what sticks" approach to the theme. Some overlap with other games approaches (rotary phones, locks, bikes), and others are a bit more out there (brushing teeth, stealing electricity??). Really awesome. I love it. More like this please.
Really fun! I dig the idea of spinning for level segments. I wish the game did a bit more with that concept, but what it does do is still really cool.
The controls felt a bit wonky. Gravity seemed very slow, but only sometimes. And I couldn't tell if I had a double jump or a single use wall jump or what; sometimes I seemed to be able to jump twice and sometimes I couldn't. For a platformer, it definitely could use some tighter controls.
All in all however, it's really neat. I love Jack's art. He's a goofy little dude, which is my vibe. Good work!
Really fascinating game. The concept and take on the theme are amazing; it 100% could be expanded on. And the art is lovely, although the absence of a walking animation combined with the footstep sounds felt mildly uncanny to me for some reason.
I think the concept however is both this games biggest strength and its downfall. Getting the wrong character at the wrong time is just such a pain, and it feels really terrible if you get a character that you can't really use over and over again. To be honest, I don't really have an answer for how you would fix this though. I feel like taking away the randomness would take away from part of what makes the game unique and makes it thematically interesting (meaning its ideas about reincarnation in this case, not in relation to the jam theme). At the same time, it wouldn't be much of a metroidvania if the world was more navigable by all of the characters.
Anyway, I doubt you want design advice from me. Just some thoughts because this game got me thinking, haha. Overall, this is amazing work. If you do have plans to expand on this, I'd love to check out where you go with it! Really really cool!
Nice! You've nailed an aesthetic that really works in your story's favor. The puzzle-y bits are simple enough for stupid people like me, which is always appreciated.
This is a very small issue, but I think worth noting if you have any future plans for this. Hitting the "x" button of a window that was over another window closed both windows. Just a little something that bugged me at first.
Overall, really cool. Plus, I'm a sucker for a game with good writing, and the writing here really works for me. Great work.
Neat little game. I like the puzzle itself and I love the ads. So good.
Like others have mentioned, and as you've acknowledged on the page, the game needs some balancing. It is too difficult (and exceptionally so for simple people like me).
But all in all, it's a simple premise done very well. And thematically, surprisingly serious. I dig it. Good work!
This is some good goofiness. The audio kept doing weird things for me and I couldn't even tell if it was part of the experience or not. This is the sign of good game dev.
Jokes aside, cutscenes were a bit long for a jam game, in my opinion. The gameplay is simple, but works for what it is. I actually kind of like it as a little timing mini game surrounded by story.
Having not playing the first two Honse! games, I feel unqualified to say much else. Forcing you to type Honse! is a great gag; almost has a sort of meta feel that is up my alley. Good work.
I'm not an idle game kinda guy, but even I have to admit that this is really, really good. The art, music, and sound design really makes it. So much satisfaction when the spinner gets flying and those particles start particling, and you see that number get huge. Really made my monkey brain happy.
I feel like the spinning itself felt a bit odd, especially in the early game. It was hard to get the hang of in a way that I didn't really expect for an idle game, and honestly might have been a stopping point for me if I wasn't playing it to give feedback and rate. I think in a different sort of the game the sort of physics-y movement might work, but for this I just wanted the darn thing to spin. Not sure if intentional, but it actually felt a lot better to me if I just flicked it on a touch screen (I'm using a Chromebook/tablet), haha.
I'm nitpicking a little though for the sake of giving feedback. This really is great. And that very serious ending really got to me. Awesome work.
Interesting little platformer! It's a simple idea, but a good one, and honestly a pretty nice take on the theme.
I wasn't a fan of the spinning laser(?) levels, which sort of dropped you in with no warning at all that you were basically on a timer. Didn't matter too much since you dropped right back in though, especially for a jam game. Just something to consider if you intend to expand on this concept at all.
Speaking of, I actually think this could be really cool if expanded. Having every level utilize the spinning mechanic in a different way could be a lot of fun to play with. My personal favorite from a design perspective was the first level into the second level. The fact that the goal now spun actually caught me off guard, but felt like a really natural progression and introduction to the game. Overall, I dig it! Well done!
I hear you on the visuals. I wanted something intentionally minimalist with the sort of MacOS inspired title bar, but I know there's a fine line between minimalist and basic, haha. And while I wish I could take credit for the awesome music, I just found it. Here is the artist, who has some super cool stuff!
Glad you enjoyed it!
Glad you liked it! Interesting thoughts, and not a direction I had considered! I thought of it being more roguelike-y with nothing carried between runs, but that sounds sort of cool as well and distances it a bit more from its influences.
Either way, I have post-jam plans for this, so I will be expanding it, at least a little. Thanks so much for taking the time to play and comment!
I appreciate the kind words on balancing, especially because it is something I struggled with quite a bit honestly!
I had also found in play testing that the one less spin per shop was definitely the best upgrade, although 2x your points can also go crazy for getting high scores, especially if you get it more than once. I actually already have some plans to address some of this in the post-jam update!
I'm a bit puzzled on your issues with the '2x on nothing" and "15 points per unused spin" upgrades, as they should work as described. Not sure if I just did a bad job describing them, you encountered a bug, or some combination of the two, haha.
I will say, both of those are also very difficult to see the effects of because there is no indicator your get the extra points besides just seeing the points go up (another thing that really needs some.work post-jam). The 15 points one is actually not even added until after the little ending message screen pops up, so it can be very difficult to see it triggering.
Either way, I'll mess around with them and see if I can figure what happened. It's too bad because those upgrades can be pretty fun in my opinion. Especially if you take them multiple times, you can get some crazy points.
Sorry for the giant comment... Thanks so much for taking the time to play and leave such amazing feedback!
I dig it. The art is awesome, I especially like the weird little door face. (This also has my favorite thumbnail that I've seen so far in the entire jam.) The mechanic is simple, but I think that works in this game's favor because it means it's easy to just have fun spinning.
Small nitpick (and possibly just a me problem), but I found some parts to be quite difficult. I think part of it was that I would be flying through a level and then run into an obstacle before having much of a chance to react. Again, this could also just be a me being bad at games problem.
Overall, pretty cool. I love the look of the dude when he gets not serious too. Great work!
Interesting little game! I found it a bit confusing at first, but got there eventually. I think in general there could be more feedback as to what is going on (how the different AIs work, the little changes to the little "payment bar," and rent being due all could use a bit more oomph to me). Obviously, as a jam game it's totally understandable that not all of this is always doable. All in all, the end product is pretty neat. I love the goofy vibe and I need more games where I can tell landlords to fuck off, even if it results in a loss.
I love this. I do a lot of experimental text games, and this is right up my alley. The art, the writing, the sound, everything works so well together and creates a vaguely surreal but not entirely meaningless vibe that is just so perfect.
I do agree with other comments on the fighting being repetitive. My idea to fix this wouldn't be to change the system, but to add more text. Some randomized flavor text could go a long way to making it feel more like a fight is happening as opposed to just the little messages about hp. I want to know what a fight with a nugget annihilator actually looks, feels, sounds like. Of course, for a jam game with limited time, this is all a big ask, haha. Obviously less hp on some of the enemies would be a much easier fix and would definitely help as well.
I see that on the page you mention you might do more with this, and I really hope you do. I'd love to see where you go with some of the ideas here. It's crazy good.
Not at all my kind of game (and not only because I am absolutely trash at it), but this is too well executed to not love. And that's not even touching on how amazing the use of the theme is (the little spinning wheel to fire, the spinning slots for perks, the spinning coin for revivals, just wow).
If I have some criticism, it's that I don't know that slowing down and speeding up the weapon seemed to do much. I got that for some of the other weapons it mattered more, but with the starting gun I just found it most beneficial to have it on the highest speed all the time since it dealt more damage too. Even in the early game (and even with how bad I played), it just didn't feel worth it to have it going slow. I felt like maybe I was missing something to that mechanic.
That's really me digging to find some feedback though. This is so polished for a jam game. And I would love to see you continue to develop this mechanic. It's all too good.
Even more than the huge jump to the grim ending, I think it was the articles that sort of stood out to me. Especially before knowing the game's ending, reading about these very grim historical topics and events while watching cute pixel art guys ride stationary bikes to upbeat music was mildly off-putting, at least for me.
I will say, I don't think tonal dissonance is necessarily always a bad thing! In some ways it might work for you thematically to have those tonal shifts. Maybe, for example, creating that discomfort I felt while playing works in the game's favor once you're hit with that last link? Just some thoughts.
Your point about the time limit makes a lot of sense too. I can appreciate that for a jam, the scope of the story needed to stay small while still being able to tackle this larger topic.
Anyway, hopefully that helps! If you plan on working on this more after the jam, I'll totally check it out. Like I said, this one really works for me.
I really dig the use of the theme in this one. The fidget spinner makes for an interesting weapon in a platformer. Especially with the almost metroidvania elements to this.
I feel like the mouse wheel controls are a little bit wonky. I like the idea (I have a pretty bad history of trying to make projects with weird controls because for some reason that scratches something in my brain), and eventually I was able to get used to it, but I don't know that they were too intuitive from the start.
All in all, simple, but really well executed and fun. Lovely art, cute little story, and a creative take on the theme. What more could I ask for? I could see this mechanic being expanded on as well!
Really really well done game, and bizarrely polished for a jam game as well. It has an impeccable vibe that is somewhere between arcade-y, typing games, and old-school educational games.
I will say, as much as I like both the gameplay and the game's ultimate message, there is maybe is some slight tonal dissonance there. I can't decide if it was intentional or not, but if it was I don't know that I quite got it. Maybe the English major in me is being needlessly analytical though.
Super happy I played this one, either way. Amazing work. In terms of personal preference, this is a stand out in what I've played so far.
Cool mechanic and cool take on the theme. I really like the idea of the players weapon being something that rotates around them, and could think of a lot of things to do to expand on that (for example, giving the player some level of control over it might be interesting, especially against a wider variety of enemies).
The art felt a little all over the place in terms of style of pixel density, although the player sprite is pretty neat looking in a goofy way. I also feel like this is one where it would just really benefit from more going on. The UFO enemies felt a bit tedious, and the alien enemies were comically nonthreatening. Of course, this is all understandable for a jam (and a first at that!), just some things to think about if you plan on expanding this.
Overall, really neat. The game dev in me can't help but think of ways to run with this concept, which is a sign that you're really onto something in my opinion! Great work!
Very nice art. And very serious. At first I was sort of getting an Ecco the Dolphin vibe, but maybe that was just my brain seeing what it wanted to see. Once you got to flying through the air the game took on a more arcade-y feel that really worked.
At times the controls felt a bit weird, and it took me a minute to really understand how to actually gain enough momentum to spin at all. But like I said, once I got it the game really took off.
Ecco the Dolphin or not, I like it! Great work!
Neat! I like the idea and I love the goofy art and hand animations. Clever and funny use of the theme as well.
I wasn't sure if it is intentional that you can continuously "flip off" or not. Sort of feels like it defeats the purpose of trying to get the bottle to land, although I don't know that it felt like I had significant control over the outcome either way (also possible I'm just bad at it, haha).
Either way, definitely satisfied the part of my monkey brain that likes to see big numbers. Something I wish I had better captured in my own entry, to be honest. Good work!
Fun little game with a really fascinating concept! The idea of the spinning platforms is amazing, and I'm really surprised I haven't seen something like that before. Super cool. Great use of the theme.
Unfortunately, the implementation seems a little buggy. I had a bit of trouble really feeling like I had much control over the platforms, and instead just kind of fiddled with them until I thought it was in a useful spot. At one point, I shot myself up in the air by spinning one I was standing on! Sort of awesome, but it didn't feel intentional, especially considering I ended up accidentally skipping a bunch by doing this.
That said, still crazy impressive for your third game ever. And the voice lines are a nice touch; I'm always blown away by people that have time to do fun audio like that for a game jam. Overall, I dig it! I could definitely see the idea being expanded on into a really cool platformer or puzzle platformer depending on the direction you wanted to take it in.
I used some of these sfx for a jam game recently, and I wanted to link here and express my gratitude! Sound is a weak point for me, so it's always amazing when I can find awesome folks who make awesome stuff like this available.
I used a song from this for a jam game I recently finished. Thanks so much for making such nice music available! Your entire "somewhatgood" catalog is crazy good!
Heavily Balatro inspired, for sure. Glad you enjoyed it.
And I was crazy happy with the music I found here! Can't express enough how much I appreciate people that makes assets like that available.
Thanks for taking the time to play and comment! I really like the thumbnail art for your game. Definitely added to my list when I finally get around to rating, haha.
Glad you liked it! I 100% agree that this project would benefit from some extra love; I had to submit a little early because of my schedule outside of game dev world, haha.
I tried to go for an intentionally minimalist aesthetic, but I don't know that it comes across. Either way, something I really wanted to add was some more feedback for the wheel's and upgrade's effects, especially in regards to the score, spins, and lives. So I hear you there.
I am hoping to do a post-jam update! Thanks for taking the time to play and comment!
I used this confused little comment as motivation to finally take the time to fix the game.
I actually ended up doing a full remake. No new features, but everything should work much better now (fingers crossed).
I mostly just wanted to pop by though to thank you because your "umm..." was what made me realize that I really just needed to get this game working again.








