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A member registered Feb 07, 2020 · View creator page →

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Deviously challenging as you make your way through. I'm definitely going to spend some time to make it to the end of this one. Very well done!

There's certainly more room for polish and giving the shots/effects more weight, yeah. Thanks for the feedback!

We did have some debate about having one long round or multiple rounds with "reloads" in-between! I vaguely recall that we were pretty far into the jam and were avoiding needing to add more to the gameplay loop by that point, though. Thanks for the feedback!

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Oh no, gear Balatro, a weakness I didn't know I had. I can tell I've only scratched the surface but this is PHENOMENAL. It wears its inspiration on full display but certainly brings a novel and (albeit a little confusing to start) an addictive puzzle to the table.  Definitely one of the best entries I've played, and without much competition. Incredible work.

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Thanks for the feedback! I pushed for the AI to play fairly by needing to pay to shoot you and to have the same effects on its shots as the player would. The player has the advantage of being able to visually time their shots, and the AI equally has the advantage in being able to disrupt your timing/visuals, but otherwise I think we nailed the goal of putting you both on the same playing field.

A creative take on a classic game. I especially liked the boost mechanic, and the music will probably be in my head for the next day or two. I'd definitely give this a try if it got updates down the line after the jam. Well done!

As someone who ADORES spinner wheels in board games and have since I was little, it felt like this jam entry was made for me. The character sprites had me in tears, and the execution is faithful to its inspiration. I would have liked some confirmation for what upgrades actually did in the moment, rather than finding out in the next combat, but that's really my only criticism. A fantastic job well-done.

For something made on such a time crunch (and for a first game, at that), I thought this was pretty good! I think the tiles could use a bit more contrast in color/texture, and the delay on spinning a second time in mid-air did make a couple spots tricky. Save for that, I think I would have enjoyed even more of this with more levels/polish if you'd had the time. Good job!

Espy and I really tried to tune the AI to make it a worthwhile challenge without being too punishing, and it sounds like we hit the mark pretty well. Thank you for the feedback!

I'm sure Ed and Achi will really appreciate your kind words about the visuals. We definitely tried our best to have a unique (if a bit unorthodox) take on visuals and mechanics centered around the jam's theme, and I think it worked out well for everyone involved. Thanks for the feedback!

It took a lot of deliberation to come to a design at the start, but Espy was on top of the spinning reels visual and the controls from the very first day- it was such a great design. Thanks for the feedback!

Glad you enjoyed it! Thanks for the feedback!

Our other coder Espy will be happy to hear about the effects- they worked hard on getting them to work and feel challenging, and it certainly added a much-needed twist. Thanks for the feedback! 

Thank you for the feedback! I worked pretty hard to make a convincing AI- when we started out, it had a bad habit of 3-skulling itself to death really quickly and making the game too easy, and just as likely to 3-skull you to death before you could even retaliate- and for free, at that. Made it play fair and spend money, and gave it some tools to play a little better in the end. Glad you enjoyed it!

Thank you kindly!

We've heard a few times now that people would want to see more shop purchases, effects/modifiers, and the like- it's definitely worth considering after the jam passes. Thanks for the feedback!

The events that the AI forces on you show up as notifications on the right-hand side of the screen, but they can be a bit hard to notice, yeah. Thanks for the feedback!

I don't think there was a moment I was playing this where I wasn't smiling or laughing. The Warioware inspiration is readily apparent, and the premise is plenty creative and unique. The execution is just *chef's kiss* spot-on- very smooth. This is definitely among the top of the entries I've played so far, and I'll almost certainly be coming back to it again once the jam is wrapped up. Phenomenal work.

Oh, I really like this one- the premise was pretty funny. I did find that it's possible to switch to your desk and see that the boss is satisfied, but when you switch to spinning you immediately get fired. Save for that, I had a great time! Got to about 10k score on my best go.

You know, I wasn't sold on the premise at first glance, but I thought this was pretty fun. Getting multiple full bars and watching the multiplier skyrocket and cover half the screen was hypnotizing, I swear. I agree with the other commenters so far that it's a little grindy at the start, but not unbearable. Nice work.

You know, I wasn't sold on the premise at first glance, but I thought this was pretty fun. Getting multiple full bars and watching the multiplier skyrocket and cover half the screen was hypnotizing, I swear. Nice work.

I had a little trouble fighting the forced spin while playing, but it's an interesting idea. Well done!

Oh, I really like this one- the premise was pretty funny. I did find that it's possible to switch to your desk and see that the boss is satisfied, but when you switch to spinning you immediately get fired. Save for that, I had a great time! Got to about 10k score on my best go.

LET'S GO GAMBLING!!

Oh, now there's an idea. Personally I swear off anything even rogue-adjacent for shorter game jams, but a broader shop system and effects from the AI would be really cool. Thanks for the feedback!

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Our artists did a fantastic job. And as the guy that focused hard on the UI layout the last couple days, a special thank-you from yours truly!

Thank you! Our original idea started as something slightly different, but the inspiration is certainly there.

That's a pretty fair point about the UI- we had some internal deliberation about how to improve the effect UI visibility, but our changes didn't make the cut before the deadline. Thanks for the feedback!

Been bug hunting today- this one was already addressed before the submission deadline, but seems to have slipped through. Should be fixed in the most recent build. Thanks for the feedback!

It's a topic of discussion, but I think we'll wait to decide until after everyone's had a chance to take a break!

The scrollbars are enabled, but it's worth mentioning that our build is not inherently made to support smaller resolutions and/or mobile devices currently.

Just double-checking: are you saying that the UI buttons for the scene are working for you now? I am currently going over our list of reported bugs (internally and on Itch- we're 8-10 hours apart in time zones on the team!), and this was one of the tricky ones I was setting aside for this afternoon.

I'm on the hunt for bugs during the 24 hour grace period today. Can you tell me what browser you're using? 

It was an immense pleasure to be a part of this team- easily the best game jam I've had on and off Itch, period.

Very cool! I don't know if you'll be carrying on the story of each week to the next, or doing individual pieces, but I'm definitely interested in seeing more.

Very nice. Excited to see your future entries.

Very cool! I think my favorite part was all the little over-the-top jokes regarding Oak/your (my?) mom. That, and the pixel art for all the Pokemon!