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





