Wow, that was awesome. I was really sold by the atmosphere alone. Great work!
Rick Velez
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I don't know how to feel about this one. It looks like the game threw me into the middle of the level with no context as to what I'm doing. I also had no idea why I died or how the shooting really works. I think this game just needed a bit more polish in key areas to truly feel like a satisfying experience to play. However, I will give you kudos for making this game work on mobile.
Wow, that was a fun adventure. I really enjoyed the banter between the main character and his friend, as it added a lot of humor that helped to keep me going. Unfortunately, I was very disappointed by the ending, as it left me wanting more so I can see what happens next. I hope you do a follow up to this, because I really liked what I saw so far.
Wow, that was terrifying. I think the art direction and audio combined really helped to sell the sense of dread that I felt as I went through the game. However, I did get lost at multiple times and got a bit frustrated as to where to go next. I think if there was a better sense of where to go next, it could really help better encourage replay ability. Still, great job with the fear factor, that was quite the experience.
Wow, this game was a blast to play. I love how intense the game got as you progressed through the level, as it added to the sense of dread as I was trying to collect the blood. However, it did start to feel a tad old collecting the same items as I was progressing. I think if there were some more items thrown into the mix, such as a shield power up, it can help to add another layer of challenge and reward on top of the compelling enemy design. Aside from this, great work!
Ok, not to shabby. I really like the idea of the die influencing what traps came my way, as I had no clue what came coming until it stopped rolling, which forced me to be really cautious as I navigated through the kitchen. However, I would have liked to see some kind of a checkpoint system, as it got really annoying to have to start over from the start when I died once. Overall, I thought it was enjoyable.
Not bad. I liked the animation that was done for the dice roll, as it looks really fluid. However, I don't like how there's no other way to stop the turret, as I got overwhelmed pretty easily once the dice started piling up. It would have been nice if there was some other way to stop the turrets, as much fun as kicking the dice was.
Wow, this game is incredible. I really like the way the die was used here, as there were multiple instances that I actually rolled the die as I was solving puzzles. I also liked how the high score actually updates if you beat the level in fewer rolls, as I haven't seen a lot of game jam titles do this. However, I felt that the environment outside of the main path looked a bit plain, as it would have been nice if this had a casino theme to it, as that would have greatly tie into the die aesthetic greatly. I also didn't like how the camera rotation, restart and menu buttons were tied to the mouse. The camera would have been easier to control if I could have used a different set of keys to rotate, or mount the restart and menu buttons to actual buttons on the keyboard. Other than that, I really do enjoy this game, and I would love to see where this concept goes.
Wow, the visuals of this game looks phenomenal. I really like the whole 80s neon aesthetic that you have going on here. The music was also pretty good as well. However, I felt that the game was a bit too easy, as all I did was shoot at the enemy a few times and I won. I would suggest adding a few more levels that include more challenging enemies, as this can add a lot more replay value to your game. I do hope you continue working on this, as I think this could have a lot of potential.
Wow, this was pretty good. I was very impressed by the level design, especially the later levels. They were very challenging and I had to think really hard to solve them, which kept me engaged the whole time. I also like the simplistic art style, as every felt consistent and looked really well. Last, this is a perfect fit for the theme, and I'm always down for some more rotation puzzles. Great work.
Wow, this game was awesome. Everything from the theme and visuals to the gameplay was phenomenal. I love how you can smash enemy ships with meteorites, and the teleporter mechanic felt really intuitive and fun to use. It felt great to play from start to finish, and I just could not put it down. Excellent work!
Yeah, I'm not a big fan of this one. I was confused as to how this ties into the rotation theme, since all you do is move pieces of land around. I also felt the visuals were a bit plain, and didn't hold my attention for long. Lastly, I didn't like how the game played. It felt a bit too simple, and it was too easy to lose. In fact, I had no idea how to beat it. Overall, I think this game needs a bit of work for it to become truly special.
Ok, this game wasn't so bad. I really liked how you added controller support, as it gave my hands a break from my keyboard :-). I also liked how the game looks, as its very polished and nothing sticks out in a bad way. However, I wasn't too fond of the controls, as even on controller they felt a bit clunky. I think it would be nice if you had one stick move forward and back, while the other rotates left and right. I also suggest updating your controls, as only the right trigger worked for shooting. I think if you took the time to fix the controls, this game will improve immensely.
This game was ok. I liked how you used the rotation theme, as switching between different characters was a nice change of pace. The art was ok, but it was really hard to tell who was infected and who wasn't. In fact, I kept losing because I kept killing the wrong person. It also didn't help that everyone kept accusing each other of being infected, which made trying to find the true infected even harder. I think if you added a way to track clues from the NPCs in game, or highlighted key points of the map when a location is mentioned, it would make the process of finding the infected a lot easier.
Wow, I really liked this game. The auto rotation was very easy to get used to, and some of the later levels presented quite a challenge. I also think the game looks great. My only complaint was that the music got really annoying to listen to after quite a while. I think having a different track for each level would have helped to give them all a unique feel. Aside from that, great work.
Thanks for the feedback. I do apologize about the itch page, as I didn't get the chance to customize it before I had to submit it. In fact, I submitted it just one minute before the deadline, so I was cutting it very close. I'll be sure to update the page so it looks a bit more pleasing. Also, I'm glad you liked the game.
OK, this game is pretty good. I like how simple the controls are, as they felt very natural. I also love the layout of the room and the enemy placement, as they combine to form a very fun yet challenging environment. The game also looks and sounds great, and nothing in the game world looked too out of place. The story, while pretty simple and straightforward, works well to explain why the player is doing what he must. The only critique that I have is that there are no in game instructions for the player to learn from. While you do have them on the itch page, it would be much better for them to be in the game itself. Also, your window is much larger than it needs to be, make sure that it matches the actual dimensions of the game (or set it to auto-detect size, since this is a Unity build). Aside from that, I had a lot of fun with this game. Good job!
OK, thank you for the clarification, I was very confused there. Also, I understand where you’re coming from, as a lot of issues can happen at the last minute when it comes to game jams. In fact, the same thing happened to me as well. I’m sure you’ll be able to iron these bugs out once the voting period is done.
Alright, I wasn't too crazy about this one. As soon as the game started, I was looking at the ground. I didn't even realize that my mouse was controlling the camera until I moved it, and it moved so fast that I couldn't see where I was going. You really need to slow down the rate that the camera moves, or at least have it on a sperate buttons. I was also very confused as to what I'm suppose to do, as I was attacked from all angles by random enemies. Combined with the wacky camera made the game near impossible. These goals need to be more apparent from the start so that players know how to advance in the game. Last, I'm not sure if this fits the theme will since there appears to be multiple rooms to go through. On the bright side, the audio and visuals weren't too bad. Overall, I think this game needs a bit more time in the oven.
Wow, you’re very welcome. I understand where you’re coming from in regards to the issues that you’ve encountered. There’s only so much you can do in such a short amount of time. I’m sure that if you continue to work on this after the jam ends, I’m sure you’ll be able to iron out all those issues. Also, don’t be afraid to reach out to others to help you out, especially in areas that are outside of your expertise. I’m glad you’re taking my feedback into consideration, and I wish you the best of luck in your future prospects.
Wow, this game was a blast to play. First, I loved the design of the game, as it fits really well with the theme and gives the players lots of stuff to do aside from beating up corporate goons. From all the weapons you can pickup to the items that can heal you, it adds a lot of variety to the game and helps to keep it fresh. However, I had a hard time getting some of the pickups because my character wasn't able to jump high enough to get them. It would have been nice to be able to double jump, as it would have made getting those pickups much easier. I also liked the control scheme for the game, as for the most part it was very easy to figure out and get good. However, there are a few things that I would change. First, I would make the dash feature a separate button, as I was unable to use it much during my playthrough due to how hard it was to pull off. You can also make it so that when the player double taps either the left or right arrow key, or the a or d key, the player will be able to dash. This is because the mechanic works very similarly to how the dash mechanic works in the Mega Man X series, so I think doing something similar with the control scheme in that aspect would be great. I would also make grab and throw the same button, as I found it a bit cumbersome to have to pick up an item with one button and then throw it with another. Both of these features would be much easier if mapped to the same button, as you can have the button grab an item when the player has no item, and then be able to throw when the player does have an item. This is similar to how items work in the Super Smash Bros. series, and I think this game would greatly benefit from that as well.
I also love the art style of this game, as it helps to make the game more colorful without adding more detail. The only critique I have is that all the enemies kind of loo the same. I think it would have been nice to add some visual variety to the enemies, especially the ones that carry weapons. I also loved the sound design for this game, as the sound effects sound appropriate without being too noisy, and the music was a blast to listen too, both for the instructions screen and the core gameplay loops. This was hands down one of the strongest elements of this game. I also loved the story, as it adds a humorous explanation behind the player character's desire to take down this massive corporation, all while ever so conveniently beating up all of their guards inside of an elevator car. It also gives the game a sense of ludonarrative consistency, which is a very important thing to have when it comes to stories in games.
Overall, I had a great time with this game. Great work.
Alright this game was not too bad. At first, I was very confused as to why I need to press the space bar to do a double jump after jumping once with the up arrow key. Once I figured out that the space bar functionality changes with each cartridge that I got, It made a lot more since since the space bar is actually the action button. I actually like how it changes between parts of the game because it helps to give each part of the game a distinct feel.
I did notice some odd things about the overall design. For instance, when I was dashing while running, I noticed that the character moved a bit even though I stopped, which lead to multiple instances where I almost fell off the platform. Perhaps you should modify that function so that the player stops completely once they stop moving after a dash. I was also a bit confused by how the level swapping worked after I got the first key, although it didn't take me too long to figure out how it all work and by extension, how to beat the second level. You should also make it a bit more clear the order in which the player needs to move after the first key to avoid confusion, such as adding a number by each cartridge that you collect. On the bright side, I didn't encounter any mechanical issues with either the portal or gravity flip level.
I also loved how the color of the whole room changed depending on which mechanic you had enabled, as it helped to further solidify each of them in addition to helping me figure out the order to beat level two. The sound effects were also implemented well, although I cannot say the same for the music. I think the track is just too short and loops too frequently. Perhaps if you made the track a bit longer, or had the music change based on which mechanic you had enabled, it would improve that aspect of the game immensely.
Overall, this game did a pretty decent job of not only tying into the theme, but also being a fun little experience. While there were a few issues that I encountered along the way, I believe that if you continued working on this game after the jam ends, I think it could be really great. Good job!
Wow, this game is really impressive. First, I think the UI design was stellar. t was very clean, easy to read, and it matched with the art style of the game itself. While simple, this art style looks really nice in this environment. The music was pretty good, although I felt that the laser sound effect was a bit too loud, and should be toned down a bit. I also couldn't play the game on my native browser, so I had to switch to another one. On the bright side, the design of this game was phenomenal. I loved how the camera tilted slightly as my character moved around the stage, as it gave it the impression that the table was rotating like one of those old spinners from back in the day. It also helps that the game is very easy to learn thanks to its simple control scheme, which in combination with the tutorial you've included really helped me to understand how the game plays. I was also impressed by some of the quality of life changes to it. Not only do you have a high score that updates in real time, but you managed to add three different levels and give each of them three different difficulty options, which really helps to make the game challenging enough for experienced players, while also making it easier for newer players to get better at the game. The fact that you managed to do all of this in just over three days is just such a technical and artistic marvel. This is hands down one of the best games I have played in this jam. Excellent job!!!













