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Quest Friends!

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A member registered May 19, 2020 · View creator page →

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Thanks for letting me know - that was fun! I particularly liked the paired circles & the background slowly fading in as the game went on.

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This was fun! I like that to get "perfect" you had to hit the note on the beat, and I wish that was more of a requirement in general, mostly because (for me) hitting the notes on beat is the most satisfying part of rhythm games. I also really liked the art (especially the running animation), although more cohesion between art styles would've been nice.

Update: I was actually wondering if you'd be willing to share the running animation sprite sheet with me! I haven't done a running animation before, and I think it'd be a really good reference point. If not, no worries - I figured this was the best way to ask.

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One detail I really love is the baby in sunglasses telling me to aim for 2000 feet, and the final comment about the baby returning in Avengers: Doomsday. The idea that the baby is in on this and wants to be thrown as far as possible is so much funnier than if they weren't.

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I loved the "jumpscare" in this game - it definitely got to me!

The difficulty increase over time was great, too. I upgraded in such a way that I was never in any real danger, but the increasing difficulty of the work words (especially the first non-word that you had to type before scoring work points) added great stress, especially since the fun words stayed the same. I was originally going to complain about there not being a clear timer of how long you have before your boss arrives, but after thinking about it, I'm glad there wasn't a timer. The boss arriving each hour felt abrupt and scary, which is how it should feel!

I still think that showing the score calculations can be more confusing than not sometimes (I care less about how things are calculated than what the score is), and after finishing I'm not sure what fun points get you, but I really enjoyed it regardless!

I saved the world but failed at everything else. Should I say sorry or you're welcome?

This was fun! I really like the stakes of each shot, although I think it would've been fun if I had been forced to take riskier shots as time went on. I "won" my first attempt with only one successful shot (which was a practice shot) simply cause I never chose options that would decrease my score to 0 if I failed.

The meta game was how I found most of the games I played during the jam, and there's a good chance I'll still be filling it out when the jam ends. Thanks for making it!

Thanks for the feedback! I definitely added more shortcuts as time went on. Good to know that the camera zooming in was a little jarring!

The core movement is really fun, and the ending had me more emotional than I expected! My only real issue was using "R" to return to the main menu, because that button is often used to reset, so I'd reflexively press it when a level was going wrong.

The timing of the music entering and the final batch of upgrades really got to me, in a good way 😭😭😭

I really like how you handled the themes of "spin" and "seriousness," including two versions of each (spinning roulette + planet, a "serious" story about an intergalactic mob + an actually serious story about the planet taking over). My only real complaint is that I fully leveled up by level 9, so I was ready to be finished around that point.

I'm so glad you loved it!

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I loved how seriously this silly premise was taken - the polish is fantastic!

This is a fun idea! My main pain point was the fact that there wasn't a real challenge or incentive (beyond the metagame). An idea of "limited spins" is mentioned on the third day before being thrown out, which I imagine was in part due to time limitations. But I think some goal (even if it was just to make a set amount of money) could've pushed me to risking more than I did, which is the fun of roulette!

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This is one of the few cases where I feel like the spinning mechanic actually hurt the game - I can only imagine how fun it would be to just launch the sword wherever I pleased. That being said, you obviously had to utilize spinning, and I still had fun! My only real pain point was that I'd probably have preferred recall being on the right click, as I don't click my middle mouse button that often, and it can cause some strain.

That was HARD! I'm not sure if I'd like it more if you had to drive and manage the wheel simultaneously (which was the case with the main level, which I found very difficult), or if they were separate (which was the case with the boss, where I completely ignored movement). In either case, I'm very impressed with the creativity of the mechanic!

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I think the best way to write my review is to explain my process of playing the first few rounds:

  • "Alright, so I can pick up and throw with my left click"
  • "Oh, but you can throw with right click, as well, right? I'll click it while the bottle's still flying"
  • "Oh hey, the right click does the middle finger! That's fun. I'll throw again."
  • "Dang, that throw failed too. I'll do the middle finger to show how upset I am."
  • "WAIT THE MIDDLE FINGER MAKES THE BOTTLE BOUNCE??"

This is all to say that the process of learning how to bounce your bottle by flipping the bird felt extremely intuitive. I learned it quickly despite not seeing that instruction anywhere.

I decided two days in that I was going to commit to one button whether it ended up being a good idea or not. I'm glad it was a good idea!

Thank you - the music was originally a placeholder, so I'm glad you like it!

I will always respect the seriousness of a story about a person and their (highly judgmental) dog.

I really liked that you controlled both the dungeon and the sword with the same button! I did struggle with the combat room, though. If an enemy got to me, it'd just stay on top of me and suck all my health, and the room was so long it felt intimidating to start all over again. I also definitely thought you had to swing the sword to do damage - I didn't realize you could just point it at the enemy.

My computer also kept thinking I wanted to activate sticky keys - maybe a button other than shift would have helped there!

This looks really good - you used the limited sprites really well. I also appreciated that each checkpoint had its own challenge that the snail or monkey(?) warned you about ahead of time.

It's mesmerizing watching the little spinners go - I'd love to have had an option to zoom out and see them all! I also know it's an idle game, but it would've been great to have an additional thing to do other than wait for the money to get high enough to buy another spinner.

The hardest part for me was trying to spin out in the tutorial, although by the end I'd have no trouble doing that. I really liked the back and forth of spinning a lot but not too much. My arm hurts.

Thanks for playing - congrats on the gold!

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Overheating is no joke.

This was really goofy serious, and it's impressive you got so much done in a week! I loved how the swordfight options turned into different game modes temporarily - it added just a little bit of needed extra flavor.

The meta game didn't work for me though - is there just one ending, or should I search for another to see if that works?

I had a lot of fun with this! My two main pieces of feedback are that the music loop felt a bit short/repetitive, and it might be fun to let the player see the upcoming bullet and/or store a bullet for later use, similar to Tetris.

I had fun! I especially enjoyed using my speed to jump past large chunks of the level, although I'm not sure how intentional it was. It would've been fun to have "par" times to compete against, so I knew what I was aiming for, time-wise.

I'm genuinely surprised (and impressed) that you were able to make the idea of "spinning" the news work! I also loved that each minigame had a spin aspect. I wish the keys in the MJ minigame were placed relative to where they are on the keyboard (a on the left, w and s in the middle, d on the right) - my memory of them mostly comes through muscle-memory, so I struggled a bit more than I expected.

It took me a round or two to figure it out, but once I did, I was surprised by how much fun I had! My one main criticism is that the first spin always felt useless, as it never got me enough coins to buy anything (I always got 8)

The transition effect from 2D to 3D was really cool! Is this a 3D game, or was that all simulated?

Let me know when/if the post-jam build is up, so I can give this a shot!

SPIN TO DETROY!

I like how open the creative offices were - sometimes the cubicles felt a little cramped, in part because it wasn't until I got to the creative offices that I realized I could just plow straight through tables. Was the third level a secret unlock, or was it just not completed in time?

Thanks - I was worried that a car racing game would be too generic, so I'm glad that you didn't expect it!

Thank you!

The vibes for this one are spot on - I'm reminded of old MS-DOS games or the Windows Pinball. Mechanically, I think it would've helped to have something that encouraged a more aggressive playstyle, as the only thing forcing me not to act super carefully is my own impatience. Factoring in the gravity of the planets might have added a little more to the "spin" idea of the jam, as well.

That being said, I feel like this game executes perfectly on the atmosphere it's trying to make. This is the first case this jam where I think the absence of music makes the sound design better!

I didn't realize how terrifying the sonic spin dash sound effect is when it's used against you. 

I really like your core mechanic, and I appreciate the quick, hands-on tutorial! My only complaint is that I didn't feel like I got much benefit from the first two powers - it was typically easier to just unload my basic attack on enemies. Maybe something related to movement or defense that would help me specifically against the new enemies introduced after each power (the speeding armadillo and the bullet hell frog) would've worked better.

That girl moves fast! I really appreciated that you had both WASD & arrow keys, and the change in music after 20 combo kept me motivated to get to 50.

The inclusion of multiple classes and class-specific intro dialogue, akin to a fighting game, is really fun! That being said, I felt confused with what I was supposed to do. I was mostly just mashing the spacebar (which started tiring me out after only a handful of seconds) and hoping I won.

This was fun! I really like how it feels to zoom around, and it's genuinely so clever that you chose a character whose body is naturally shaped like an arrow. I didn't realize until I had like 30 seconds left that the timer was ticking up until 8:00 rather than ticking down.

The mountainside is littered with the corpses of dozens of cars and beyblades. This game is hard.

I love the idea of performance in one game influencing the other! I think there's a strong mechanical link, but I would've liked if there was more of an explicit thematic one, as well (e.g. the blades are the wheels of the car). It could also get frustrating when I was dealing with a difficult boss fight, so I had to go back and replay a level that was already challenging enough just to beat. It works, but I wonder if a more free-flowing setup race stage (similar to Kirby Air Ride's City Trial) would've worked better for me.

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This is a fun idea! I really liked going between fighting and fishing, and I liked that the fish gave powerups. I do wish the powerups were a bit more balanced - I went two rounds without getting any health fish, and then in my final run, all I got were four health fish (two of which were when I had full health) and one movement fish.