That was pretty fun. I's pretty hard to adjust position while the pizza is spinning but the game was pretty generous with positioning. As long as I was I wasn't in the middle of the slice being eaten, it let me keep playing, which is nice.
Shadowtony8
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First of all, the game is great, it feels like a complete experience. The visuals are great, the UI is clean, and the "combat" is innovative and well thought out. I do have a bit of an issue with the crush "fight". The powerups add a level of randomness that I didn't personally find fun. It feels like they change the wheel so much that diminishes my preparation. I could spend as much time as I want optimizing my wheel but as soon as the fight starts she does some powerups that I couldn't prepare for because they weren't displayed anywhere. The player sided powerups do help a bit with that but it doesn't stop it from feeling like I have no control over it. Crush fight frustrations aside, the game is extremely well polished and the team did a great job in such a short amount of time.
This is such a fun game. One of my favorites so far. I love the powerups being just different parts of your "body". Very unique take on a platformer. Having to hold the red/blue hooks was a bit awkward at times because it meant I couldn't just extend the green side to push myself off the wall to get some horizontal movement because the same motion to extend green was the motion to raise/lower the grappling hooks.
It's an interesting game. Kinda gives RTS vibes where you're assigning workers to gather resources. I don't know if there is an end goal, aside from pushing the asteroid back for as long as you can but if there is a time/day limit, it would be nice to have that displayed somewhere. Like, survive for 20 days while the scientists find a way to redirect the asteroid or something similar.
I'm familiar with Mancala in passing but I never learned to play it. Still, putting a new twist on a well known game is always fun. The red background is a bit too bright. It's not to the point where it's uncomfortable to look at, but I would have personally preferred something more toned down.
Also, I found a funny way to cheat. If you make a bet, the game still lets you bet on something else while the roulette wheel is spinning. This means you can see where the ball lands and spam bets on that number while the wheel slows down. 
The quality of this game is crazy good. The music, the art, everything feels very well done. Since you said you're looking to expand this after the jam, I think it would be really cool to have cards that interact with the wheel so that you have a way to mitigate the randomness when you're forced to spin it. Also, the enemy actions aren't super clear, I was left wondering what exactly they did a couple times.
I played twice. The first time I think my first two were saw blades and rotating platforms, and the second run I think it was spikes and fire or spikes and on/off, one of the two. I did leave the game idle for a bit during my first run but not for the second. Second run was start to finish if I remember correctly.
Very fun and more importantly, very serious game. I mean, you play as a guy in a suit, it doesn't get any more serious than that. I like the idea of adding more obstacles each run. It got pretty tough at the end but I don't think it felt unfair. The report at the end wasn't working correctly, though. It said I died 0 times (as if) and that "there was nothing and nothing" but that's an easy fix.
The game is not a breeze (pun intended). The jumping feels a bit too fast, so it's a bit hard to aim. I honestly couldn't get past the first level after the tutorial but I think this has potential to be a fun puzzle platformer without the time limit of a game jam. There's a lot of fun mechanics that can be done with wind "powers". The pixel art is cute, it feels cohesive and it's very clear.
I don't know what I expected when clicking the "Don't Play" button but I'm glad I clicked it. Might be one of the best menu options I've seen, ever. I think the camera might be a bit too close, sometimes you can't see where you're going to land. The bounce mechanic is a fun concept. I can very easily imagine someone optimizing a speedrun route and bouncing everywhere. Could be a fun game to speedrun.
A very serious, very creative game. The propeller is a bit hard to control at first but you get into a rhythm of short bursts after a while. Very glad there are plenty of checkpoints because I am BAAAAD. Would've maybe liked to see the grappling tongue mechanic used more but I understand it's a silly and fun concept that doesn't match with this very serious game. I like that everything has a serious face, even the tree.
Very nice Vampire Survivor-like game. I like that you put a good number of different upgrades, so there's a lot of different build possibilities. For a bit of feedback, I would have liked a way to check my current upgrades. Maybe a pause menu or an icon I can hover while the upgrade screen is up.
I do have to give a shoutout to making it so the enemies don't all bunch on top of each other when following the player.
I'll have to agree with everyone saying the atmosphere is fantastic. My tiny brain has trouble seeing the moves with the first person view but I like that you can set up as much or as little movement as you want each turn. You can take it slowly if you're dumb like me (but not too slow or you run out of turns!) or you can use all 5 moves per turn if you're secretly Magnus Carlsen.
I like that you have to make a decision on every aspect of the game. Having to decide between increasing stats or enhancing your abilities is interesting. Also knowing how much damage your attack will deal, or how much you will heal is a smart approach to avoiding the player from spamming attack until they need to heal, and spamming heal until they are full hp.








