Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

oopsG

33
Posts
1
Following
A member registered 11 days ago · View creator page →

Creator of

Recent community posts

Keep this a secret but it has touch controls, we just didn't have time to add a label to explain them too 🤫

Oh that makes a lot of sense and was basically what i was suggesting, which means it should probably be made more clear to the player!

The base of the game is cool, i like how interactable the objects are, i like the characters, they are all good caricatures and some of them are really funny (tung tung tung 67 burger potion or something like that killed me).

On the other hand there is some stuff that could be improved, first of all i wish there was something more you could do with the money, right now there is very little decision making involving that, as you just do every single potion asked and the money keeps going up. 

as for the ingredients, i enjoyed all of the ones that had a requirement, it wasn't very obvious if you were doing it right or failing but no one died so i'm pretty sure i was doing it right. On the other hand the ingerdients that didn't have a requirement were kinda boring. This game's strongest gameplay feature was the ingredient interactions and i wish that got explored more.

The game started as a 5 in enjoyment, i was having fun doing the puzzles, the mechanics were interesting, and while not too complex, the puzzles required some thought. the problem comes from the platforming, in some places the platforming was extremly tight and unforgiving, there were completly unfair deaths, which i guess adds to the theme, but as a player feels extremly frustrating, for example, the platform on the bottom right path is a pure 50/50 chance of dying or progressing, and unless you fail you'll never die again there, the top right path also had some problems, specifically a jump you had to perform as a human and then as a mole, with platforms above you and water below, i died so many times there that the time you had to wait between deaths was getting really annoying.

Even with all that said, this was a great game, and i still really enjoyed overall, i think the main piece of feedback would be to focus on what makes your game fun, in this case the puzzles which were great. I do have to mention i am really bad at platformers so maybe it was just a skill issue on my part.

On a different topic, the music was clean and nice, really fit the vibe of the game, the duck quacks were 10/10 i loved spamming them. The graphics were good and simple, perfect for this kind of game, even with how simple they were the animated flowers, water, rain and rope did a lot to give the game some more life.

I liked the theme too, it was pretty serious unironically, maybe the spin to win could have been incorporated better as the randomness didn't add much, i tried leaving the spins to fate at first but i towards the end (specially the right path) i needed a specific form after every step, so i started using the stopping of the wheel and the spinning lost a lot of value when it turned into a slightly inconvenient character selection menu.

The game was fun, it captures the beyblade fun of building a spinning top with stats that counter each other, the music fit well but was just a bit too intense for my taste, and i wish battles were either quicker or you had more things to do during them.

this was short and sweet, i appreciate games that took the spin to win in a different direction, and this definetly did.

I get why you introduced A and D at first, but first impressions are important and the mouse controls are so cool and goofy someone might not get to use them

The game could have been very rage inducing but you've managed to keep it goofy enough to avoid it, the boyoyoyoing sound effects worked really well 

overall a pretty fun experience!


This game is so so fun to play, my first language isn't english so it's just a bit hard to figure out what words mean, and being able to try as many words as you want makes the game way easier, but that doesn't really matter when you can craft sentences so incredibly funny as going from power grid failure traced to single overloaded outlet behind the mayor's desk to mayors office phases out power grid funding for your safety

I am still laughing out loud while reading it, and i think that means the game has achieved exactly what it wanted to do. The visuals are really polished too, everything clicks into place and is pleasant to look at, the one character we do see (maybe we do see the MENACE, i haven't gotten that far yet) is really well done. I really appreciate the background speed slider, as while it is nice it moves i've had to leave it at the minimum because it was way too fast. The sfx are perfect too, they add to the game feel a lot, the music was nice for a while but it quickly becomes too much and i've had to mute it. This was one of the ideas i had brainstormed for this jam but i chose not to follow it because it seemed extremly hard, so good job! i can't imagine how hard it must have been and i think it would be very cool to see how you've made this game!

(1 edit)

i have NEVER been so dissapointed over a game ending (because i wanted to keep playing), you've somehow managed to make a non combat focused metroidvania for a game jam and you should be proud, the game was amazing, it really reminded me of games like hollow knight or even dark souls, not in combat but in worldbuilding, without any lines of dialogue you've managed to convey so much of the world and who the player is, the game is gorgeous and i'll definetly copy this single color pixel art style for a project of my own some day because i loved it. 

I want to know more about this world, i want to keep exploring, what was the green being that comes out of the ground? why is everything white including the player? why are we bringing life to the world? you're right thinking this game has potential, it's definetly one of those games that feel bigger than they are and i loved it.

There's some improvements too, first of all, the controls are a bit badly positioned, specially C for the bubbles, and while you can jump with space bar, in game you only mention enter. Also the bird catching with the bubbles was by far the worst part of the game, the birds fly away off screen, where bubbles cannot reach them, and while you can reach them yourself by spinning the world properly, it's really hard. Maybe reworking how the birds or the bubbles work would be smart.

Another area of improvement is just a little bit more player guidance, im not saying add explanations or yellow paint, that would completly ruin this game, but maybe a little jingle when the player is doing something to progress, for example when you're creating grass at the start, the music could do a small change while you are making new grass and return to normal while not, also some particles could be included and some camera effects. Also, the "You're smart enough to figure out what to do" sounds a bit condescending, maybe different wording would be better!

in terms of the music, it was fine, it fit the theme, but this game has so much soul in it that you could notice the music wasn't made by the same person that made the rest, if you keep going with this project i'm not going to tell you to learn music theory and sfx, but you should definetly pair up or hire someone that can handle that with as much passion as you've put into this game.

ah i get the gameplay, it's just making a specific atom that seemed like an insane task, maybe finding a way to show the player a "recipe" would be cool, it would make new players be able to at least play, and reward experienced players with more time since they don't have to check how to make each atom

hey if you wanna try playing again, just go right when you start and follow the road, the goal is to get to work before 8, we didn't add any indicators because we wanted the player to feel the stress of being late to work

i REALLY enjoyed this game, i played well beyond the 6 rounds until i felt i couldn't lose anymore, 5/5 enjoyment, this is a great roguelike game, for a single playthrough at least, there aren't many upgrades and they are all simple, but they are done really well, the builds you make on each machine definetly matter and it's soooo satisfying watching a machine with a lot of items just drain in seconds.

The visuals are also a 5/5, with them being so simplistic it's weird but it really fits the vibe of the game and they are done really well, i would subtract half a star if i could because the tutorial making invisible what you're supposed to look at was really bad... other than that great visuals

As for the theme and creativeness, it is creative, it's one of the best laundry games i've seen on the jam, but it's not the most original, also while we know that washing machines clean clothes by spinning, we don't see it in this game, some spinning visual should have been included.

The seriousness was on point "no rest for the wicked" in a laundry game of all places goes seriously hard...

The audio is the main problem of the game to the point i've had to play it on mute, the washing audio is extremly irritating and annoying and overshadows any otherwise good audio design.


Some small improvements could have been a way to sort clothes by color and type, and maybe a way to reroll the shop items to keep buying, specially when the player is going endless and balance doesn't matter as much, let us break the game!

(1 edit)

The art is so cool, takes me back to when i had stuff like this as my pc background and i felt so cool for it, the music is not the best synthwave / vaporwave ever but it's still pretty damn good. as for the gameplay, i feel like neither game mode is really suited for this kind of game, survival is fun but it incentivizes passive play, as the only thing you get for being aggressive is a higher score after the game, on the other hand the coin mode would be better if the controls and movement weren't designed with battling so much in mind. I think this game would benefit from a game mode more centered around what makes it fun, colliding with the other gyros, for example a battle mode where it ends when you are the last one standing would be better than what the game has right now, in my oppinion.

Also i want to mention in regards to the theme, while it fits well, you aren't really "spinning", what i mean by this is that the fact that you are spinning doesn't change or add up to the main core gameplay, for example, think if you replaced the gyros with cars (with really bad turning) would the game still make sense without the spinning of the character? in my opinion yes, so you could aim to add something similar to the main inspiration from this game and add some sort of spin management.

hey you have to understand, the main feedback wasn't on the downloadable part.

I agree microslop is garbage but that doesn't mean people should like trusting random programs from the internet, executing random exe's without checking for safety first isn't something that should be encouraged

Great idea, great visuals, great audio, but incredibly hard to play

It took me a while to understand the attract and repel mechanics, i finally did and then they felt pretty natural, after finishing the tutorial i thought i was ready to play an endless run, where i got tasked with making a specific atom, i honestly had no idea how and i fumbled about until the time ran out. I really tried my best at understanding this game because like i said, it looks really cool, but i just couldn't figure out how to play it, i think it was a combination of clunky camera movement, and really hard unintuitive mechanics.

I would say this definetly has some potential tho, and could be reshaped into a different game with great success!

The idea is really cool in concept, but i don't feel like it's taken advantage of enough, the cards are always the same from my experience, so you can just pick the four easiest cards and play a normal platformer, in my opinion, the game would have benefited from cards that change the gameplay way more broadly, which is easy to say and i know it would have been hard to program.

For the platforming gameplay, i encountered what felt like a bug but might be the result of the drunkard card, i was permanently stuck in the spin attack animation in the air, and when i landed i was still spinning and i couldn't jump until i initiated a spin attack, then i was grounded until i jumped again, like i said this might be intentional from the drunkard card but it surely didn't feel like it. There were also some typical unity 2D platformer bugs, such as getting stuck on corners, fixing those doesn't take a lot of time and would have added a lot since they are pretty easy to encounter.

While the gameplay might not be the best executed, the vibe is really well done, creepy music, creepy character, creepy enviorment. A lot of points from visuals and audio. To be more specific, the game is missing some polish in this department too, some hit indicators would be nice to know you're dealing damage to the enemies, and while the music is really good, some more sfx would be great and maybe you could skip on the waterfall audio, which in my opinion doesn't sound too good and the loop is very noticeable.

As some others have said, the theme and seriousness are a bit lacking too, you don't spin to win, you spin because you are forced to. In the platformer this is better as the spin attack is actually really useful and helps you "win".

First of all, it doesn't run on firefox, it's fine i can play it on chrome, just letting you know!

First thing in the game is a horse saying "hey", idk if the pun was intended but it set me in a really good mood. Which definetly payed off, the humor in this game is great, the grindr joke made me laugh out loud, in general the characterization of the different customers and the player character is great. 

The art style is really nice and pretty and cute, specially the characters, i really like the perspective choice even if it felt a bit weird at first, the only issue i have with it is sometimes other people walk in front of the camera while you're having a conversation.

As for the gameplay, there are only 4 kinds of characters (that i've seen) and it didn't seem like there was a lot of variation between them, i had the same choices each time, so after the firsts one i already knew what to say, if there are variations to the conversations, since this is a game jam and you only have 5 minutes maybe forcing the different variations to play each time and forgetting about rng would be a good thing.

I also couldn't get the gaslight or the pleading mechanic to work, probably a skill issue on my part.

The voices are nice, i wish there was a little bit more of a pitch shift, maybe you could have tried to pitch the voice up or down depending on the letter being said. The music is nice and relaxing and fits the conversational theme of the game.

The idea is great, i was thinking about doing something similar but i didn't go through with it because it felt really hard, so respect for that!

Well, you can definetly tell someone with experience has made this, the game feels extremely juicy, super clean and consistent graphics, really matches what i see when i go to a bar and there's an old dude gambling with all the animations and sounds, the text pops up perfectly, nothing just happens and every single detail has an animation, it truly couldn't be better visually.

The audio also adds to how good it feels, the spinning, the super spin sfx, the points being calculated, the same way everything has an animation everything has a sound effect and it adds so much to the game, the only thing i don't like audio wise is the background music, i find it kinda annoying to be honest.

As for the theme, it is a bit generic, and it's a very literal interpretation of "spin to win".

Following the theme, gambling is inherently serious, but i think it's missing just a little bit more to push it over the edge, some other similar games added just a tiny bit of story to emphasize the seriousness of the situation.

As for the gameplay, it is simple and fun, i just find that there is a lack of information, you can deduce what each tile does by just playing, but a hover with information would have been nice. As for the upgrades, they are more inspired than other games while not doing anything revolutionary or game changing (that i've seen), but a very positive point is that they DO make you feel more powerful when you buy them just by reading the text, you can tell they will do something good. Another thing i don't quite like is upgrading being limited to between rounds, that's something i personally dislike, as as soon as you finish buying them you are once again left to rng, and you have no way to adapt to the bad luck you're getting, but i am pretty bad at playing so maybe it's just a skill issue for me. Finally, the super spin feels great and is fun to aim for, but, what does it do? is it just more speed? if so what is the benefit of spinning faster? or does it increase odds of landing on somewhere good? i think that a small short tutorial explaining this core mechanic would have been good!

Ok this game was feeling like the best i had played yet, the game was fun but simple and i could see myself playing it on my phone over and over. sadly reading the description left a bad taste in my mouth, i get people use AI to code nowadays, but i don't think a game jam is the place to do it in, and the fact that you mentioned this was made in 24h AND you still found the time to add an online leaderboard is a huge red flag for the game being vibecoded. Maybe im wrong and that sentence was meant sarcastically.

First of all, for a first game this is amazing so congratulations! 

It was actually pretty enjoyable to play, it took me a while to figure out i could double jump, and even longer to figure out that keeping yourself in the air was the main mechanic for the game, but once i did it felt pretty fun and seeing the multiplier go up was a good motivation. 

There were some easy improvements that could take your next project to an even better spot, first of all when you make a camera that follows the player, it's usually better for it to be smoother and not follow perfectly, specially in a game about jumping, also with the camera, try to make it always focus on what's important, in this case while the flamingo is cute, not having it centered vertically and instead having the camera above it would be better so you could see the seeds easier.

as for the spin mechanic, most of the results were negative i feel, rolling for extra points would be a great incentive if you implemented a total points label somewhere, so that the player could see how good they did in the run.

as for the hitboxes, it seems like you made them perfectly accurate to the flamingo and the seeds, which seems like the correct thing to do but then hits that to the player seem like near misses become run ending, it's always better to make the player think they are better than they are by making the hitboxes generous instead of pixel perfect.

the theme is really unique (pink animal gang yay), but it doesn't fit too well into the theme of the game jam or the seriousness, yes there is a spin mechanic with the roulette but you could easily replace it with something else with the same functionality and the game wouldn't change how it's played, think if you are spinning as flavour or as a central thing that your game wouldn't function without, same thing with the seriousness. That being said i wouldn't worry about it too much, you delivered your first game in a week! and game jams are places to learn more than to win.

Finally i would recommend you try to add some more stuff for next time, from my experience audio and a custom font adds a lot of personality to a game 

the game is fun, the premise of customizing what effect happens for each thing is really interesting, it was satisfying to play even when i'm pretty bad and i could only beat ludwig. I don't get what it has to do with minecraft but it doesn't subtract from the experience

Reverse incremental is really interesting, it's a good message too (we really are cooked), CANNON WLW representation is a W, i don't have much to say it's a good game that does what it wanted to do well! 

First of all, MAKE IT A WEB EXPORT!!! 

With that being said, i really liked the general aesthetic of the game, the lighting was very moody, the pixel art shader was well done, the enemy designs were great, the music was also really good and pretty fitting.

Some stuff could be better, don't let the player reroll onto the same weapon, specially when the rerolls take so long to gather.

The enemies felt very similar gameplay wise, some of them shot bigger bullets and faster or slower ones, but from the enemies i faced they all just shot straight at you. they were also a bit frustrating as they kept shooting without stop from outside the screen. Maybe adding a reload animation would make the enemies more fair and more enjoyable to face as you could either run them down with close combat weapons or wait for them to reload from cover.

as for the weapons i got really unlucky, i kept spinning into the revolver, i once got the space gun and while the fire rate was way higher, the damage was lower so the time to kill didn't change much and it didn't feel like an upgrade.

I feel like adding a reloading mechanic to the player would also fix this issues, maybe once you're out of bullets you're forced to reload by spinning and getting a new weapon

first of all, the music is a BANGER, you mentioned it was specially made for this game and it fits really well. gameplay wise it's one of the better roulette inspired game's i've played this jam, i really appreciate that you don't instantly lose the second you lose your money and that you have a chance to win it back. The only thing i didn't like is how the upgrades were balanced, paying for something that also has a drawback didn't feel good 

ok i've played it again now that i know how to beat the spin the bottle minigame, floor 5 is awesome, it was a really good break from all the minigames and i felt like all the bonking against obstacles had prepared me for the fight, the mechanics weren't that clear but it was really fun! the massive lag spike that happens also happened to us btw! if the star particles are GPUParticles2D webGL messes up preloading them so you have to spawn them with a transparent modulate once while the game is loading to make them preload.

Definetly added to my enjoyment!

This game has potential hidden away, when i saw spinning platforms i was hyped, and when i saw text that was pointing to a more meta game i was even more hyped, sadly i think the spinning platforms and walls were underutilized, specially in contrast to the combat, which i did not enjoy to the point where i found a bug where if you approach an enemy from it's front or back your sword reaches just enough to hit them without them starting to follow you. The movement felt a bit clunky, maybe reducing the time it takes to acclerate and making the top speed faster would make it feel better. In terms of visuals and audio, they were good, there was a nice and clear response when you hit an enemy and the sound of the platforms turning was nice and satisfying. The story added to the "seriousness" category a lot.

In general this game could have been a lot better if you had stuck to the meta humor and the spinning puzzles

Coffee minigame was slow mostly, and not very intuitive for someone who's first language isn't english and orders coffee with different terms, also at first i thought the machine was the espresso and the coffee jug was a different kind of coffee, maybe the machine could be skipped and a different spinning mechanic added? 

for the spin the bottle i sadly didn't notice the button so i lost the game, and never got to floor 5

First of all, i loved the visuals, the clown is silly,  and really pops from the background, the floor being painted looks cool, the loading screen is also nice,  and most of the minigames felt really juicy, specially the computer one that was 10/10 juice, sadly some of the other minigames were a bit clunky, specially the brewing one, and the spin the bottle one i was either getting really unlucky or it lacked responsiveness (i didn't know if i was just failing or it wasn't detecting my spins), the sfx are great, the music i feel could have went more into the silly direction.

i also liked that the fun minigames were spinning related, that really added to the theming!

Well i didn't think about it while making it but now that you mention it my subconscious must have pulled some inspiration since i love splatoon

The game is extremly hard, at least for me, that being said i looooove the character, she's so funny, the death audio would be extremly annoying but it gets balanced by how extremly funny it is, first time i heard it i keept jumping off the map to hear it again and laugh. I would love to complete the game because it is fun and cool but it's too hard for me

THE VISUALS ARE AMAZING the jojos inspired graphics are sooo cool, the little portraits are really cute and the pixel art is really well made! the audio is a bit repetitive and i was expecting the gameplay to be something crazier, its a very simple fishing game and i think it could have been taken in a more crazy direction to follow the art style

i really like the visuals of this game the background is nice and the bugs are really nice, and it's a good spin on "spin to win", it was basically one of the ideas i also had. The controls do feel a bit clunky and having no clue where the bugs are going to come from is the main challenge but feels a bit unfair. 

Great concept, kept it simple and fun, but it's way too hard, i have been playing for a while and i can't get past stage 3, even when trying to make the best build possible rng can just strike you down and there's nothing you can do.
Great visuals, i love how juicy it feels and the background is very pleasing

i love idle games, this was just missing a way to automate fusing and it would have been perfect, incredibly good visuals!