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Quest Friends!

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

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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.

Thank you so much - I spent a few days fidgeting with the controls, so I'm glad you like them!

I can't believe you'd make me an accomplice to tax evasion.

This was some of the most fun I've had so far! The left click jump feels really good, and I was so disappointed when the game finally ended, I started replaying again. Honestly, if it weren't for the fact that the cutscenes are unskippable, I'd probably play through this a few more times.

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Same feedback as everyone else - I wasn't quite sure what was going on, but I was able to win just by spamming space whenever the yellow bar hit max. I'd recommend including a tutorial in the description of the itch.io page, because even though you can't update the game, you can update the page.

The music was a banger - my favorite so far!

I liked this! I think it was a good idea to make it so the player had to move to spin, so I wasn't sitting in one place the whole time (although I did eventually just start spamming right and left). While I might have liked some upgrade options, I really appreciated how consistently everything scaled (new enemies every minute, they take one more hit, new swords every odd level). It helped me lock in and create a strategy for eventually winning!

Same feedback as everyone else! I really liked the idea, and I was able to crash the system after figuring out a strategy, but a lot of the difficulty felt unintended, as it came from what I assume are bugs (e.g. windows sticking to my mouse after I let go, text going into the wrong widow). I enjoyed that it ends with a score of how long it took me to crash the system, to encourage another try (1 minute 1 second)!

Same! I crashed the game, but not in the way I think it was intended haha

Thanks so much! Your feedback makes me glad I added at least three levels - up until the final day, there was only one

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I saw the metagame prompt "Serve Brian" first, so when I saw in the tutorial that Brian was not a customer, I was both terrified and amused 😂

This was fun! I'd love if there was a bit more of a challenge to figuring out what each of the guests wants. For example, one mentions the recipe in their dialogue, and it'd have been fun if that recipe wasn't included in the book. If you had included a recipe called "brain blast," I absolutely would've been tricked by the final prompt, as well.

They say 99% of gamblers quit before they hit it big.

I say BET IT ALL ON BLACK, BABY!!!

(I really liked the dog barking during the spin, and the general premise was a lot of fun! The pixels were a bit big for my taste, and I feel like - since I spend the whole game clicking - it may have worked better for the intro text to be clicked through, rather than progressing by pressing "enter." Thanks for making this!)

I saw this one on the Discord over the course of the week, and I was really excited to play it. Brazillian Street Fighting did not disappoint. I was a little surprised when I learned I wasn't going to control my guy directly, but I think the mechanics worked well - I especially appreciated how enemies got more difficult not by simply having higher health, but by having different strategies I had to work around (e.g. I barely touched sway until the final boss, and I paid the price for it). My only real complaint is that pretty much all my foes died by being timed out, and I would've loved it if I had to be the one to deliver the killing blow.

As for style? A+
This game is dead serious. It has a timely premise, stunning art, the ability to give these poor men shirts, a name changer that increased my emotional investment in my warrior Clobberton, and a literal full man used as a gear in the metagame. (In all earnestness, this game is so incredibly goofy, and I adore the commitment to that at every stage).

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I am a sucker for both marble games and for UI that integrates the core mechanic, so I loved how you changed the volume settings by spinning the wheel. I was a bit worried when the second level was a maze, but by the end of the game, I liked how the mechanics were explored, integrated, and never overstayed their welcome. The final level being an integration of all the mechanics that was still relatively simple was just real fun - it felt more like a celebration than a challenge. The small quality of life things (e.g. the hand looking different when it hovered over the crank, the notification that I had completed the metagame challenge) were really appreciated!

4/126 metagames completed. (I'm not actually posting this on every metagame I beat, but I figured I'd share my number since you've been sharing yours, and I also want to catch 'em all 😂)