Skip to main content

The Power of Pride Bundle 2026 — $10 PWYC Edition
On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

paperarrow

78
Posts
17
Followers
16
Following
A member registered Nov 30, 2017 · View creator page →

Creator of

Recent community posts

(1 edit)

music is super good!!! definitely a highlight. also appreciate leaning into that comic-esque narrative with not so clear backgrounds and funky dialogue bubbles.

gameplay was quite conceptually interesting imo, having to basically play two mini games at once and the visual effects (love the 2d bonks!) made it one of the better beyblade-likes in the jam. for sure wished i could have used A/D more though (or was taught how it worked!). also the last level against 3 enemies hid the health and boost bars as well as only let me heavy attack once throughout the whole thing?? definitely drew out the whole match and outlasted rather than defeated the 3 enemies. which was a bit of a shame with the repetitive button pressing and it being the very last level.

also to be honest i have no idea how the story ties into the gameplay but i love it. super stylistic, very serious. nice game!

the friction and turning feels great and the pathfinding of the enemy cars are pretty impressive in my opinion! which feels unfortunate since the optimal strategy seems to be NOT outracing them but instead just hiding and/or blocking them (had janky physics but pretty enjoyable) before spinning into them. definitely had to use trial and error to figure out it to spin the back of them, too.

fun concept and feeling of controls, just wished the track weren't so long or if there weren't that much limitations for the spin move (which was pretty fun! wish it was more than just a 3 per lap move) or if there was just a bit more incentive to truly chase down the cars which would do justice for your whole presentation and wonderful car control. great entry!

definitely tricky but surprisingly satisfying when i land a lasso. definitely feels super punishing for missing though (and often times doesn't go to where my mouse was)


concept definitely has merit and the spinning is very tactile, i think a bit more polish would have made for a pretty enjoyable game! appreciate the creativity for the theme. it's just a couple of bugs (lassoing an employee as they despawn gets you stuck) or the comeback mechanics (your movement speed basically guarantees a fail if you miss one employee) that holds it back a bit. but for a game jam game, the core mechanic is pretty strong!

gonna follow this thread too! looking forward to yours and other games as well!!

https://paperarrow.itch.io/giraffe-giraffe

surprising amount of depth! definitely loved the abilities that dealt damage in multiple lanes, felt satisfying to get those AOE kills, and has quite a polished roguelike system for a jam game. absolutely love the detail of animation on the cards!

while the map spinning is the core concept i unfortunately did not use it that much, mostly just to reposition my units at the center ring. i feel it wouldn't be too overpowered to have infinite number of turns (maybe limit which ring to turn perhaps) since the interesting part is unfortunately the cumbersome part: spinning doesn't really help group enemies together if they're on the same ring, especially when they come into the outer rings on the same turn.

abilities were quite well designed, i appreciate those that can interact with the ring spinning more (like the knockback one). just wished there were some "on kill" cards as i never exactly paid attention to the exact health numbers, i was just picking the abilities that would seem to deal the most or hit the most enemies.

the UI did cut off at the edges (see below), although it did not interfere that much thanks to the very helpful tutorial (i played in firefox btw). if there was one thing that did confuse me a bit was the use of right and left arrows to indicate clockwise/counter clockwise. the buttons and description were clear but there was once where i accidentally pressed the opposite arrow than intended (my unit was at the bottom and wanted to move it to the lane on the left, but moved the other way). i think some curved arrows would be slightly clearer.

also the title screen said "hold the center" so i held my mouse at the center of the ring thinking it would do something. definitely a brainfart but i think the tagline is slightly misleading haha.


the sound effects didn't feel that impactful for some reason, had to replay it one more time to see if it had SFX at all. if there's time i think a good lightning strike sound or sawblade sounds to match each card better would improve the game juice even more!

love the style and concept of the game. nice work!

so in love with this idea but i feel so unsatsified because i NEED to get to the last level!!! i've tried dying at a convenient spot multiple times and searching every surface and finding a secret cow level but i'm being driven crazy!! it's got to exist!!!!

it was pretty funny seeing that the little guy only change expression after a jumpscare and not the writings in invisible ink lol. definitely a game that has much much more potential than it looks but it was admittedly pretty tedious and confusing to navigate a really big space. the mystery and atmosphere is definitely there with the lighting and sound design and the mechanic of the UV light but it can get a little frustrating not exactly having a clear goal or way to progress. (i do love the walking animation and the ghost art tho haha)

i really do appreciate the narrative and creative direction!! sets it apart from the other entries. good job :)

pretty convincing procedural generation imo. i feel that the atmosphere and mechanic will lend itself incredibly well with *that* archetype of unique horror games (especially felt it when the music stopped looping o_o)

gameplay is pretty smooth and increasing the cooldown between shots definitely made each shot feel more strategic if that's your intent lol. nice entry!

solid entry!! definitely worth praising for a first attempt. the audio design is super effective and the atmosphere is well put! although spamming space at enemies doesn't seem too stealthy (lol) the gameplay in general felt pretty good. i would love to see a bit more responsiveness e.g how long/whether an enemy is stunned or when i've reached the goal for each level.

good work!

thanks for the feedback!! :>

holy that's a very impressive solution ;w; but i'm glad you enjoyed it!

not sure if i can port unity projects to github but if you're referring to the shader's inversion effect i basically grabbed it from this page!

thanks for your comment!

thank you for the kind comment!! :>

thank you sm for the feedback!! :)

if you're interested in the details, i basically used unity's hlsl code in the .shader file to perform a "GrabPass" and basically retrieve the color values of a specific pixel (so in this case invert the colours). the one i ended up using is a modified version of the code found here.

cute! got a little repetitive at first but when i understood the idea it was pretty satisfying. also i appreciate the music!

super super charming! genuinely had a blast playing and love the writing!

who said it was only half an inch :p

really simple but the mechanics can really make some tough puzzles!! (got stuck on the 2nd last one for way too long haha)

really really elegant with good execution. nice stuff!

thanks for playing!! glad you enjoyed

pretty impressive procedural generation! and simple but really effective effects and animations.

 could easily have spent way more time if the game didn't end so fast!! :p

thanks!!! love your entry's art style too :)

thanks playtesting team

super super exhilarating to play!! and i wanna eat that art style right up om nomnom
it's such a shame that the positions reset every time a hit gets blocked though, makes it a little hard to learn the controls for the first few minutes
but the idea is really engaging and could easily be expanded into something really cool. love the entry!!

really love the energy from the whole game feel and sound effects!! and the blend of 2d and 3d was pretty interesting. wish i could have seen more!

thanks for the comment!!

and yeah the controls are meant to avoid a lot of the unwanted cheese or softlocks which might explain its jankiness. for sure i might create a better control scheme in the future

Thanks for playing! I admit the delay in moving takes a while to get used to and I have a lot of numbers I can tweak so I am still experimenting :p. Your feedback is appreciated!!

Aww thank you so much!!! 

haha that would be fun right :p

Great concept and super good execution. I appreciate the nice music and also the defeat animation haha. I think a top down view would be better as it is hard to see exactly which lane the car is approaching.

Nice job!

Really interesting concept and the execution is really good! It is very fun to "catch" blocks falling perpendicularly, and rotating the cube gives a lot of depth for strategy. The different blocks are also interestingly designed (although, some cubes were disconnected cuz I destroyed the link with the bomb tiles. Are they still supposed to rotate? lol)

There is a lot of potential in this idea and could be even more chaotic than regular Tetris. Very good work!!

Really interesting concept and very solid execution!! It took a while to understand the controls but I can really see the potential of the fun from all the chaos of trying to give the drawings in time. The art and dialogue is very cute and well made. Really like this entry!

Simple concept but this prototype is pretty well done! I think the issue with the aiming is that the deceleration is pretty low so it's hard to move the bullet precisely in small distances. The fact that the targets move back and forth also make the perspective even harder to gauge :p

But overall I think the features you intended to add does have a lot of potential and the concept itself is pretty strong. Kudos!

Impressive for a game jam entry!! It took a while to realise how exactly I was meant to save the loot but it was a little hard to differentiate between chests with loot and chests without. The stamina also seems kind of harsh and is really hard to strategise around :p.

Other than that the people working on the art and music did a really good job!! The atmosphere was perfect and the perspective is really well done.

Nice!!

Nice little game with a simple but creative concept! I understand there might be some technical limitations but not being able to see tiles underneath the snake made it a bit hard to understand. It is also not very clear where the pawns lead to after you eat them :p

Other than that I think the concept is super creative and has potential and I love the graphics :>

Good entry!

Super cute game!!!! I wish there could have been more ways to avoid the cameras (especially since the movement speed is pretty slow and rectangles will sometimes rotate from somewhere outside the screen and come out of nowhere) because I really enjoy the stealth element.

The music is honestly really well done and the pico 8 graphics are well utilised. Love this entry!

Nice take on the theme! And I really like the graphics. The shark being at the top of the screen makes it really hard to collect the incoming coins though :p and there isn't a lot of room for strategy. The background is also a bit hard on the eyes oops.

Good job on getting in an entry!!

mooood

Surprisingly the acceleration and physics does make the movement pretty cathartic but the motion blur and high sensitivity (and inverted mouse oop) makes moving the camera really difficult :p. Very funny take on the theme!

Really interesting idea! I think there is a lot of potential in being able to customise cards and change stats, and the animations (and monster art!) honestly look pretty clean. It's just a shame that there are a lot of numbers and things to change for each card which can make your strategy on how to win pretty complex, and makes the effect of your actions not feel very significant.

Also towards the end I found out changing a card's health to 10000000 costs 0 mana. Oops :p

I think with some tweaks and more work it could be an actual strategy game. Good job on getting an entry done!!

Cute game!!! The take on the theme is really funny and the execution is really good, and the implementations of the "scoops" were really creative! It's just a shame that there is not much motivation to get a higher score and it can get boring if the player decides to play safe against the hammer o3o.

Anyways the graphics and the SFX are actually flawless :p. Very memorable entry!!

Super cute game!! Very simple but it does have a lot of potential. Not gonna lie it is kind of easy to get the AI stuck in a loop if you keep trying to block off where it's going, and it is really difficult to formulate a plan to catch it since the speed difference is really noticeable and pacman can turn 180 degrees unlike the original.

Anyways I think the back and forth between trying to chase and trying to run away is really fun and well designed!! Good job for submitting an entry :>

Interesting take on the theme! Not going to lie it was pretty dizzying for the level to slowly rotate and I kept accidentally double pressing which is a little annoying.

Anyways I really like the cute art and the concepts are really original. Well done!!

Yep. I was going to add a 4th unit that could also move the player but I ran out of time :p and also the boss attacking during the tutorial is unintended. Oops!

Thank you so much for playing and I will take your feedback into consideration :D