This has something to do with the way HTML Game Maker games work. If the game is not in focus for the sound triggers, they don't go off... I think I can make a note to work around that in the future, thanks!
speedchuck
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This was a really neat idea! That said, I'm not sure if it's the control scheme, the idea of the game, or the impementation, but each battle ended up being kind of laborious.
Like, in slay the spire, if you have your deck set up well you can play your turn quickly by flicking cards out there. In this game, even the easist battle requires a bunch of adjustments and swapping between modes and weapons.

Without a tutorial, this was kind of difficult to get into, but I certainly got somewhere! I assumed that pairing larger gears with smaller ones would give me more spin overall just like in real life, but I don't think that was happening. In the end I just focused on the combos of special gears and on getting placements to make sense where I could link the most gears without issues.
I didn't feel like I ever had enough money to really customize my build, not sure what I was doing wrong there. Also turns with a lot of gears took longer than they should have, as I was just clicking and waiting another 20 seconds for the same canned animations as last time.
Still, fun game. I love the unique gears. With a tutorial and better economy management, more options for the playing field, this could be a very addicting game.
I always feel like it is my fault when I die in Slay the Spire, Risk of Rain 2, Downwell, and Enter the Gungeon. But I think we're saying the same thing.
When I died early on in these games, I did not know how to avoid it but felt like I could if I knew how, so I still did not blame the game.
Some of your patterns gave me the feeling that it was impossible to avoid at all. Still issue, probably, but the feeling was different for me.
I agree calibrating that skill curve in 7 days would be roughly impossible.
Edit: I agree with your skill curve analysis though
This was really cool! I mostly liked how the instruments would add to the soundtrack that was playing as the turntable spun. That gave the game a really unique feel. The position bonuses helped as well. And the way that each level theme corresponded to the enemies was really cool.
Other than that, this was just a pretty solid tower-defense style game. After I lost, I didn't feel a huge drive to go back. Each round took a while, and there was little to actively do during the combat rounds. If I could play as a little dude and actively take part in the defense in some way, that would help things a lot for me personally... could just be that I'm not all that into tower defense.
I stopped once I reached 1 Billion.
It's really cool that you made this in the engine you used, and it works well. Everything is functional. Unfortunately, there have been some really good clicker/idle games submitted this jam, and this particular one doesn't really do anything noteworthy in comparison. It's as bare-bones as it gets.
Numbers go brrr, but you need more game here.
You can slap speedruns on anything and I will enjoy it. I beat the author time in several levels.
I enjoyed this entry. The idea of spinning and flinging a ball to get places is very Thor's Hammer ish. Unfortunately, while charging the spin is fundamental to moving, the spin itself didn't feel integral to the gameplay. You could just as easily have made the player pump up a balloon and blast forward on that, and it would have been the same. If I had to time the release, that would have fit the theme better, but it also might have been annoying haha.
The physics felt a little off, and the platforming sections without the ball were a little boring. It could use some polish. But like I said, throw a timer on it and it's very fun, wonky physics and all. Once you get a feel for it, the controls are good enough to speedrun, and the presentation is very simple and clean.
Nice job!
Level 6 is definitely bugged. There were placed I could move that had barriers, and places I could not move that did not have barriers.
I love this idea! Especially in the later levels where I had to use some brainpower, moving the cube around and finding my route was so satisfying. I'm not sure how scalable this is to a longer-length game, but everything else about it was very professional... graphics, sound, polish (except for the error mentioned above).
I'd love to see this expanded if you can find a way to scale up the difficulty and intricacy of the puzzles. For example, if matching rows of terrain caused them to change in some way, and if you could terraform/activate different parts of the cube to remove different barriers. Add some more puzzle layers to this, and it could be a published game,
This was really cool! The graphics were a bit fuzzy for some reason, but I loved the semi-3d perspective. Something about it just teases at my brain. The concepts were all here and used well, but the game needed to be a lot longer. I was disappointed when it ended.
I do think the red bits should spin faster. Making players wait isn't the best.
I can make the spin happen pretty well, though it probably would have felt better on a controller. The actual gameplay is rather difficult, just because falling off is so easy. For some reason holding X just kills you.
Overall nice job making this in PICO-8, it's pretty impressing and the collisions feel good, but the stages themselves feel like a pain to navigate. I'm impressed by the concept, movement, and collisions, but I didn't enjoy finding the other tops over and over and bashing against them all that rewarding.
I really wish this game was just the puzzles without the turn-based system... I want to just toy with the puzzle until I have that 'aha' moment like in most puzzle games, but the turn-based system incentivizes staring at the puzzle without moving it for minutes on end.
The puzzles themselves are really good. I could see myself playing an app game like Flow Free with this mechanic. And you've made it very visually clear and smoothly animated. Well done on that!
As a fellow golf-like maker... good job! I love the isometric visuals, and the color palette was pleasing. When I finished the game, I wanted to try for more high scores. The levels were all distinct, despite the relatively low number of different terrains. The music was good, if a bit overwhelming when it pumped me up near the end.
I did use a controller, and I was pinching my right stick to rotate instead of using just my thumb. Feels good.
The ramps do not feel very natural at first, but I got used to them.
There were times I could not see the direction the car was facing due to the wind-up being in the way.
Whenever my car bounced off a wall, the controls reversed. This made it nearly impossible to handle in that space. Not sure what you can do about this.
Was there an option to retry for a better score immediately after winning? If not, add one.
Awesome game. I think the full potential of the game comes out in the final level, which had me trying multiply times to manage all my routes and prioritize certain enemies. The way you have to monitor your hose is a mechanic I've never seen anything quite like, making this easily one of the best maze games I've played. I was disappointed that there weren't more levels... but I also think I would have liked more smaller levels instead of ramping the difficulty up by making things bigger.
The art was pretty good, very charming. Some simple and low-key music would have helped.
The enemies having random movement was a little irritating sometimes -- maybe you could toy with certain enemies having more predictable movements, and telegraphing them in some ways?
Fullscreen, my game went outside the borders.
The tutorial text on level 1 also blocked my visuals.
I love this game in concept. There's a very intentional pace to it, where enemies take their time getting to you and you have advance warning, but you also have to take the time to turn and face them. It wasn't a fast-twitch game, but it was still intense because any mistake will be costly and there's no way to fix them. The difficulty modifiers are also awesome, and I really enjoyed the art style. (My game is also 1-bit, I just happen to love those kinds of visuals.)
I agree with other players' thoughts on the keybindings. 100%.
And while I figure you probably won't listen based on prior feedback, the game's difficulty curve is not in a great place right now. As much as I love the difficulty options provided, they don't fix the problem of the way it feels to play the game.
My feeling when playing the game was that if a missile appeared just a bit too counter clockwise of where I was aiming, if I had anything else on screen to shoot, I was just going to take damage. No way around it. When I lost health, I did not always feel like it was my fault. And whether I need to 'get good' or not, that *feeling* is not a good one for a game to create.
I don't think the player should turn in two directions. You could play with upping the rotation speed slightly (veeeery slightly) or further revising enemy attack patterns (though these are already really well done.)
But what I would recommend is that you just go a little easier in the early game so the player can grab some upgrades. If the player has a little more control over their playstyle via quick early upgrades, they are more likely to feel like it was their fault for not taking advantage of their choices well enough when they die.
This is one of the best ideas I've seen yet. Simple, but awesome. Unfortunately, I could not prevent sideways momentum from ruining any chance at flipping the bottle. The actual flipping mechanics were so close to feeling good, but I could not flip straight enough to get any control over them.
I did, however, score quite highly. You can flip off the bottle as many times per throw as you want, so I just did that until I got a good flip randomly. Not satisfying. But seriously, a little fine tuning and this could be excellent. You could make more physics objects to flip, fine tune the flipping so I don't have the problem above, limit flip offs to 1 per throw, and this could be a great time spender.

I love the aesthetic! The ascii is not actually being printed in the exact right places for it to feel real, but the vibe is there. The two games work well, though without the ascii gamefeel I wouldn't be rating them as anything special. It was a cool and nostalgic experience playing through this style and medium though, and I can't say anything here did not work well... except:
if you type too many commands they seem to go offscreen.
when you close a game it does not reset the cursor and I had to click to go back to typing.
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4700839
Simple Frisbee Golf game, but I'm very proud of it.
My goodness, this is barely a game. And yet I did not stop until the only remaining upgrade was the numbers, and it cost 100k+.
The visuals and the sounds perfectly feed into the satisfaction the game presents. I too, wanted more upgrades so I could feel more and more accomplished for no reason. I hate that my brain loves this. Good job. Make it longer.




















