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phiryon

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A member registered Mar 15, 2020 · View creator page →

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Much thanks for the kind words!

I kinda get what you mean with the UI, we were going for a sleek almost neon white-ish vibe with the main menu / level selection a serene vibe to get you locked in before taking on the levels - like a lion waiting to pounce type thing hahaha

Def agree with the non-ball movement kit feeling lacking! We had a lot more ideas with it where you went on and off having the spinning ball (or stalling midair, recatching the ball in some way) throughout a level but couldn't fit it in the jam. Perhaps if we continue working on the game!

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Thanks for playing the game! Extremely happy to know you went ahead and beat some of the author times!

If I had to time the release, that would have fit the theme better, but it also might have been annoying haha.

We had this initially, for the first day or so - but I felt it increased the barrier of entry a little too much for a game jam game. Even with increased leeway on what points of the throw would send it forward, I feel a lot of players would have tried to throw the ball while it was in front of them, instead of to the side as you swing it forward (even I forgot sometimes while working on it on the first day hahaha) - so I decided on making it always swing camera forward to get the ball rolling working in most player's hands from the get-go. 

Def agree that it takes a little bit away from how relevant the spinning is to the theme, but I feel like it helps provide the fantasy of spin-throwing a heavy ball as a platforming mechanic right away to the player - which I felt was more important in a game jam setting.

If we were to expand on the game, def looking to revisit this mechanic in some way! I feel it adds a lot to the physicality and fantasy of the idea.

The physics felt a little off, and the platforming sections without the ball were a little boring. It could use some polish.

Yeah 100%! We got quite a bit of feedback on the base movement abilities, we had a lot more ideas for it but couldn't quite fit it in for the jam, so we jumped into game making after making a semi decent kit for both the base movement and the ball throwing - so there is a lot of jank in there.

Much thanks for the kind words!

Camera snapping is most likely due to wonky collision detection on the camera on our end! Def need quite a bit of polish on that front, amongst other things hahaha

Fun fact for the first day or so the ball did actually have to be thrown at the right point of the swing! We even had a thing that made it a little more forgiving where a certain window would still generally send the ball in the camera's forward direction. 

But after a little bit of testing, it added an extra layer of learning that I felt wouldn't feel as good in a game jam (especially since we kind of let the early levels just tutorialize the player in a less handholdy way). So I simplified it to just go in a camera direction despite looking jankier hahaha. 

Am glad that this decision worked out for a wider variety of players! Def worth revisiting a timing related mechanic in some form if we continue working on the game though.

Much thanks for playing!

dropping mid-air reminds me of that white bird from angry bird lol such a fun game

Yes ! At first I was going to turn off the mesh tilting when midair but then I saw the visual of falling off the map hahahaha

Also def agree on the controls! Wanted a lot more ways to stall in the air on top of a floatier jump (as well as recatching the ball midair!), but never fully got around to it. Perhaps if we continue the game!

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Hello it is me again. It is gonna haunt my sleep that I didn't hit 69 💀

Game still feels inconsistent to high combo, random spawns can mess up a run in a lot of ways - amongst other things.

While somewhat frustrating - gotta commend the game once again! Played it for quite a lot of time. Kudos!

now THIS is a video game.

Please refer to my teammate AppJacks above in the comments 😏😏

I figured hahaha, I switched to the speedy transition at some point

I KNEW I was missing something! The whole time I was thinking there was definitely a mechanic I was missing. That's unfortunate, I might try for a higher combo again. 

NGL though, I dont think I would have ever caught that it would be less consistent at low speed hahahaha my inherent instinct to play it safe would have not gotten me there 💀

I adore the idea of crafting your own uroji piece by piece like an actual beyblade !

I think the game would really benefit from visual indicators of how exactly my actions are affecting the uroji itself, and not just the character sprite bouncing and spinning around. Or even just increasing the amount of influence we have on the uroji ! The chaos and action, while cool and sick, makes it feel like I have little to no influence on how the uroji behaves - especially on arenas that are really tightly packed.

That said, it would be incredibly cool to see the idea explored further!

This game got STYLE! The visuals go incredibly hard. The level of polish on the aesthetics is crazy.

While I did sneak in a 9999, going for high combos is such a pain 😔😔. I'm willing to concede my lack of skill but it felt like just often enough it ricochets towards my initial direction (or just feels random) instead of consistently reflecting it. Momentum cancelling with the charge punch helps a little but doesn't feel reliable enough hahaha, especially when you're in a tight group of grannies.

That said, still a great game! Had a lot of fun with it. 

Managed to sneak in a 68 second run! 

Am curious how the cannons are animated, is it rigged with a series of bones or maybe shape keys of some kind ? Found it quite amusing how the moved hahahaha

Yeees I had a lot of fun designing the character, quite glad with how they turned ot

Also gotta check out your game for sure!

I see, taking note of this! 

Definitely on a little bit of a crossroads atm if we're to continue working on the game post jam, we had quite a lot of fun working on it hahaha

Yooo taking note of this, much thanks for the advice! I'll be sure to check out the sound metering :) 

Much thanks for playing the game, it's an honor to have you speedrun the levels!

Def quite a bit of mirror's edge influence ! I really like how they communicate their visual / level design, it helps with really making the game quick to parse, and intuitive to learn on the fly.

YOOOO Big fan of your game! It's an honor to have you play ours! I almost 100%'d your game in one run but I couldn't find the final suit collectible till after watching the video. That final one was a doozy! My colorblind eyes had a hard time finding a distinction in the leaves 😔

Good to know the controls were quick to learn, perhaps with a more dedicated tutorial we could onboard the player much better hahaha. Glad to see that the Jet Set Radio inspirations are coming through! Def looking to expand on that vibe if we keep on working on the game.

Much thanks for playing the game! 

Yeah, there seems to be quite a few people experiencing lag on the game! Curious if it was an overall laggy / slow type of thing, or if there were particular sections that were problematic? Would be helpful to know :)

Much thanks for the kind words!

Yeah some of the other comments have brought up the weight of the base movement kit, and I def agree hahaha definitely needs to be revisited.

 With more polish and an expansion on the base movement kit I would really love to revisit the levels where you spend more time without the ball ! It would be so cool to explore the push and pull of having and not having the ball throughout a level.

Much thanks for playing!

In hindsight, yeah, I think I went overboard on the gravity for the jumping, among other things. We were looking to add a lot more ideas to the base kit that we weren't able to get around to - so maybe if we continue working on the game!

Thank you for the kind words! Pretty glad about how the game turned out.

Thank you for the kind words, glad you enjoyed the game!

Curious if it was the game in general being laggy or if it was any specific moments? Could help us learn how to optimize the game :) 

Much thanks!

Decided to go for the naruto run since I wanted to get the animations over with as soon as possible ! That way I didn't have to animate swinging arms - turned out well enough I think hahahaha

Thank you!

Yeah, definitely went a little overboard on the gravity strength on the base movement. We had quite a few more ideas to allow for air stalling / air movement but ultimately wasn't able to get around to it. Perhaps if we continue working on the game !

Thank you for the kind words!

Def still much for me to learn on the audio! I keep on telling myself I'll get around to properly learning sfx / audio but I still haven't hahaha still kinda just slapping a bunch of sounds together till it feels good. Not the worst tho! Kinda glad with the ball swinging sfx at the very least. 

Played your guys' game as well! Sound on that one was giga crisp. 

Thank you! 

Thankfully the art style we went for had a lot of very prominent references, so it felt like we had a lot of inspirations to draw from to create a simplified version of the style.

Thank you! Glad the RNG gods led you to our game hahaha

Quite happy with the amount of polish we were able to infuse into this game, feels good to work on relatively longer jams especially now that we're getting a better hang of Godot after switching to it last year.

Thanks for the kind words! 

When the idea came to me, I knew I just had to jump into the jam!

Music is by Tallbeard Studios over on https://tallbeard.itch.io/music-loop-bundle! I regularly use their awesome music for game jams!

damn that's a giga trippy source of inspiration. so cool ! 

This game is SICK! 

Controls were straightforward, the AI was very fun to fight against, and the overall aesthetic is cool!

While I did beat the game, I have unfortunately lost quite a bit of aura 😔.

Also did encounter a bug where Beybrella fell off the map and I had to restart the arena.

Awesome game ! Really like the aesthetic, curious what the inspiration is for the player character?

Took a while to get a hang of the controls, but got a little better control of the character as I use the brakes a lot more. Kinda wish I was able to use the maximum speed a lot more!

If ever, the screen shake on bonking the walls did get me a little nauseous especially in one of the later levels with the spiral map where it's difficult to avoid constantly hitting the walls.


Took me a while to get a hang of the controls (Though tbh I'm still bad at it hahaha). I think an indicator of some kind (e.g. vfx) to help communicate the velocity of the top.

Fun game! Reminds me of the beyblade games on the gameboy back in the day. Would be cool to see more level ideas with it like other hazards or things that affect movement.

Managed to sneak out a win! 

Love the idea of using wind to manipulate the platforms. Biggest thing for me is probably not being able to see where I need to go! Would be nice if the camera was either more zoomed out or you had the ability to look ahead in some way.

Much thanks for playing! Also loved your game!

Working on the audio was really fun! It's mostly just layering a bunch of sfx that more or less fit the vibe of what the sound is for. 
Still not quite custom-made assets but hoping to learn how to do that at some point. 

Much thanks for playing!

Yeah, I def agree, I had a few extra mechanics planned initially where the projectile was more drill-like in nature. In the sense that you pick it up, hold to charge, and shoot it with enough velocity / energy it would be able to pierce through enemies. And it would keep piercing until it hits an armored part of an enemy (the purple-colored parts, which would make it ricochet), or until it loses velocity.  

I was also trying to come up with a mechanic to incentivize the projectile making full revolutions but couldn't come up with something elegant enough in time. Probably overthought it hindsight hahaha

Banger game all around! Didn't even realize how much time passed as I was playing it.

The level of polish here is insane for a game jam. Kudos!

Great game ! Was hoping for much more levels (so much so that I replayed the game after it finished, thinking I accidentally refreshed the page)! 

Would be really sick to see a fully realized version of this where you end up playing some really cool tunes!

Controls took a second to click, but got really fun once it did! Was quite fun once you get a somewhat deep run where you now have a mental map of the general map + what routes you've previously taken. 

This one is sick as hell ! It's giving Clock Blockers from Corridor Digital but you kill your past lives instead. 

Managed to barely snag the top of the leaderboard! I def coulda gone further I think !