Incredible. Though I didn't quite understand the timing required and couldn't get past the 2nd enemy, and you weren't kidding about the unskippable cutscenes!
Redblox studios
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The art in this game is very cohesive and fun, however I have a problem with the gameplay of the game. There is very little immunity frames after being hit, so if an enemy overlaps you for whatever means then you end up taking way more damage than appropriate. Of course, you could use the dash ability but you'd still take ~4-6 hits before noticing what's happening, and in a game where you have 10 hits worth of health, that makes enemies at close distance extremely punishing. Enemies at a distance are ALSO punishing, because your aiming system is always moving angularly, which means the timing required for precise shots at long distance become disproportionally harder, and in some framerates, impossible. High punishments with low ability to fight back means the most tactile way to play I've found is to either camp a corner where an enemy can't see you but you could still shoot it, or use the super slow, low damage stomp ability through a wall. I did get to the boss once after half an hour but the volley of projectiles that don't allow you to dash through them caught me off guard and widdled away the 60% health I had remaining right when I got into the arena. I don't give this game a negative score, not at all, it's just the gameplay needs to be tweaked a bit to remain fun. Something like increasing immunity frames, buffing the dash ability, slowing the spin speed, and maybe some aim assist at larger distances. It'd be cool if spinning and landing a shot dealt extra damage, that way it'd be more "spin to win" and less "spin and plan around it"
This is a very balanced game, though there's way to much going on to try and strategize anything, so I ended up just pressing random SHIFT + WASD buttons and getting points to reroll until I get expensive units, which I assume to be good because they're expensive. Still really cool idea of honing in my true gen alpha.
The airplane gunshot noise scared me so bad when it first happened I really don't think airplanes should be that heavy
I had to make sure that 1st gear was enough to actually beat the game and playtested without using the gearshifting mechanic because I know there's people who don't know about gearshifting in general and I didn't want to gatekeep the experience, but you do get rewarded with better control over the vehicle if you do know about it.
I also added auto switching to 6th gear when pressing S, otherwise I foresaw people ramming into a wall and getting stuck and assuming there was no reverse.
Amazing I didn't know how much I would enjoy being a shrimp stripper. I was a bit confused at drawing the clock times because I didn't know you were supposed to do it with one stroke, I thought it was 2 straight line strokes. Really fun once I got the hang of it though! throwing on the 5 minute divisions and 24 hour clock times later one was a great choice at making the game more complex.
This game is very well made. The art direction is nicely chosen and adhered to, and the themes are very solid and consistent. The concept of doing 360 sniper shots as a game would work for a fully featured game, however I could not finish this game.
I got to level 5 but it was just simply too challenging, mostly in part to the web build being laggy with 3D graphics which makes my mouse randomly flick in directions, which is very frustrating. I had to tweak my cursor settings to be barely able to have enough time to both 1080° spin AND aim. I think you should make every sequential +360° also increase the length of the slowmo as well as making a lot of extra tolerance zones for the enemies, as the game saying "No, retry" after you miss their chin by a tenth of a degree doesn't feel very fun. The headshot mission is better for challenging precision, but it shouldn't be demanded to this degree to land ANY shot. All in all, a very solid game.
Kinda funny the windows version is a zip file named "Windows.zip" so it's actually "Windows.zip.zip"
Anyway I don't think the controls work, and the main menu button "controls and gameplay" does not function for me. The only sound effect present in the game is someone screeching in the mic when you lose, of which I died seemingly randomly after spawning in.
Also the main menu art looks AI generated, it's possible it isn't but it's a completely different style from the character art and the pixels are different size.
I don't want to say this game is lazy or anything but it doesn't have much merit.
While I could not run this game because it was flagged by itch.io as malicious and was also a unity package instead of a standalone build, which is against this jam rules, I am still going to rate it as this game was created and published before the jam even STARTED. This game is also in submission for a bunch of other game jams so it's likely their intent is NOT to just upload a cool serious game about spinning. 1/5
The intro is kinda sick I wouldn't expect an implied cutscene like that with little scenes dotted throughout, nice work! Though the echo effects on the first dialogue made it kind of hard to understand without subtitles and it would be nice if you could skip text dialogue. The web build had a problem when fullscreened where the game would run so slowly that all the audio, including from the tv, would flicker and stutter and everything was 10x slower. It also made it nearly impossible to click the gun at the right time because it was yellow for a singular frame. I did eventually realize a trick where you could zoom the screen out and it would run better. Five out of Five for visuals and seriousness.
The controls are responsive and the effects on hit are really juicy, even if it's made out of primitives. Reminds me of the stretched hit-flashes you see in JZBoy's animations. Regardless, I was unable to win Hard mode no matter what I did and the "Boost" mechanic kind of confused me. Was the damage random or was there a strategy of some kind? I guess it's funny we BOTH ended making a game about crashing into your opponent lol 5/5 for seriousness
Tf you mean "sureee" ??!?! Do you think I'm working for them? Or that I'm infected?
If you don't trust it enough, then just don't run it! I'm trying to help people avoid and detect false positives.
I haven't actually played this thing and I have no idea wtf it is, but I see a fellow developer beginning a passion and I'd hate to see it stifled by people who pretend to know what they are talking about.
Unlike you, I am completely transparent in that I know literally nothing about cyber security.
MachineLearning/Anomalous.100% means that the code is just likely anomalous, or written strangely. It doesn't mean it's a virus.
Trojan.Malware.300983.susgen means that it follows a similar generic detectable pattern that MaxSecure thinks most trojans follow, but is notorious for false positives
Trojan.Sabkis is a little more verifyable, but doesn't have much transparency as to what it deems flagged or not.
Either way, this is only 3/56 meaning 53 different antivirus softwares deemed the file safe to use.
It's important to understand the actual flag codes and dig deeper into them
I put an actual virus into virustotal and just one little bloatware got flagged 51/56, so unless the creator is unimaginably good at obfuscating code, it's safe to run
Most games get flagged by 1-5 antiviruses from random things, mostly from "unknown author" because they haven't been registered fully in their databases.






























