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RogerW

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A member registered Sep 02, 2020 · View creator page →

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Haha this is so great! The cat paw cursor is a great touch too! I think I would want to see some slight side view of the toilet paper roll so you can see the radius decrease over time as you get closer to unrolling the entire thing

Wow, thanks for the kind words and we're happy the design resonated with you! Since the control scheme can be hard to get used to, we hope we can instead make flow state come more easily with note patterns that players can expect and still feel clever for passing them

Appreciate the support! Tried the hamster ball game too, that's a huge world layout you designed in a week  <3

put this experience on your DJ resume!

Glad you enjoyed it in the end! We ran out of time to add a practice mode but for a jam ideally we could have tested the first level more since we can't have the experience of going into the game blind

Thanks for the comments! We will upload a fixed hit timing version for web after the jam, stay tuned!

Yep, I do agree that end of the first level is a steep increase in difficulty. I liked the fluidity of the section in how passing it perfectly feels and looks amazing and with the large record sweeps, but probably should have "killed my darlings" and made it easier or moved this section to a future level.

We'll think about making a custom level editor, but no guarantees :D

That's a great way to describe it, thanks! We tried to achieve that "rub your belly and pat your head" feeling with the interplay between the red and blue notes in each chart. Post-jam we'll check out how we can better tune the sfx better to complement gameplay to be more sightreadable. <insert gd dash spider jumpscare>

Thanks for trying it out! It's totally fine to treat the game as a bullet hell hybrid to stay alive. the rhythm game timing is an extra challenge so we wanted to allow both playstyles!

very serious game complete with very serious art indeed

(in all honesty I was hoping to play a game like this during the jam)

Very cool game theory at play here, I wonder if you could even write a solver for individual battles so you could analyze your mistakes after playing!

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how do I not have a bingo on this board, RIGGED!

just kidding, the visualizations and new upgrades were really satisfying to watch, also nice Balatro font

I really liked the story, it was very charming with some nice jokes thrown in!

also AMOGUS

bottom text

absolute banger, I played endless for 30 mins just to watch the Lust build win on autopilot:

The day/night mechanic being confined within the orientation of a single coin is a really neat mechanic! It is a bit RNG at times starting Level 2, but the theme is spin to win :)

The coin animation when you win is so cool too

also landed the coin on the side, what do I win:

Nice mechanics! I would have loved to see what precision platformer or puzzle levels could have emerged after Level 3.

also why is the game thumbnail a WoF MudWing reference lol

Thanks for the feedback! If you're curious what it sounds like, this is one of our early prototypes where when you spun the record, it would crossfade to another track matching the audio rewind/fast forward:

I checked out your game as well, loved the mechanic of spinning a Rubik's cube to line up crystals and spawners! (all the while multitasking on playing an action roguelike at the same time haha)

help I got a lust+29 build in endless and insta-won every fight

ban + l + ratio

Ooh, that's a fun idea! Having to learn a bunch of rules/patterns on responding to anomalies is a great take on how to expand this game. Thanks!

Thank you for playing! We wanted to have both obvious creepy differences for lore and subtle differences for challenge :)

Thank you for the feedback! I would have liked to add more juice (and more actual development haha) to the experience, but left it in a prototype state to work on a different game idea with others.

Thanks so much for playing! Did you drag and drop the platforms on levels 3-5? I should have put this as in-game text but just left it in the description, wanted to make sure you didn't miss this!

level  is troll

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This is the Dark Souls of bullet hells. The in-game and cutscene art is done really well although a marking for the player's hitbox would have helped. I really liked the boss battle theme!

My best attempt: