oop no clue how you did that I've not once had that happend for me and I put so much care into making sure the collisions were good 0;
SplatTab
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Really liked it the visuals were so unqiue and the idea was very creative feel like the keybinds could have been a little better or rebindable! Sometimes the notes would spawn so that they would be impossible to dodge also felt like the timer for each level could've been shorter or just as long as the song since the song did seem to loop. The songs were good would've liked to hear a more fast paced track for an action game and maybe even have the notes be on beat to the song
I really liked it was a little confusing at first and it doesn't seem like the ferris wheel is speeding up. But super creative who would ever think of a ferris wheel spinning to catch people flying out of planes and then being rescued by a trampoline! js wish the ferris wheel was a littleee more involved
The controls were really bad for me since I don't have arrow keys so was almost unplayable out the gate. The music was a bit loud. Enemies spawned inside of the platforms which I also didn't see any way for the player to even get on the platforms? Also didn't see any spinning? I did really like the art style though but there was a lack of visual feedback when it came to attacking enemies no particles or any thing to make it feel impactful really
Very simple cute game <:
Mommy mouse does not appreciate being spawn killed though >:
Very straight forward game loop decently executed colliders could be adjusted and obviously gust of wind should not be immediately inside of the player damaging them before they have a chance to react but congrats you made a complete game!
The sound effects were way too loud for headphones and just didn't sound good. Idk if im confused but I couldn't get past the first level with glass I'd think you would right spin off the left wall because it would bounce you straight towards the glass so you didn't lose too much speed hitting multiple but it didn't give speed then and the left spin would just bounce the wall around the room. I really liked the first couple puzzles I was able to play though and the main mechanic was really creative!
The graphics were good and I loved john tutorial idk what he was yapping abt tho because he made fun of me for not having a ability in the tutorial when i already did. Has potential to be a really good auto battler obviously there could've been a little more here and there the UI was a little buggy for me initially. 3 battles in I did crash sadly
~ ~ Overall worth the 500mb download though
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Whenever you bounce off them its because its like a tie so neither one of y'all were moving fast enough to kill the other. The upgrade descriptions could use some elaboration most of them tell you the value they change in like physics units so damping would be how much speed you lose over time but if you don't know what that means it is maybe a little confusing lmao also the kill multiplier is multiplying your speed after a kill.
I really liked the visuals however the shadows did seem a bit strong I felt like you should've been able to have control over the dragons height because I could barely hop over the wall to get into the kingdom. The story telling seemed really good the intro was cinematic however I did skip through all the dialogue oops. Was a really good experience and very calming burning the buildings which felt really good felt like being the dragon in skyrim!
Glad you enjoyed and did pretty good some of the power ups defiantly help way more than others I kind of just made them up lmao!
Once they start piling up its hard to know which ones are the most charged up and it becomes a big challenge wish I added more there to make managing that easier.. But the main challenge is balancing charging up with eliminating enemies so glad you seemed to get a hang of that!
The art is pretty good felt like there could have been more juice and feedback though maybe particle effects or a louder impact for heavier hits.
The spinner movement did feel good maybe just a little slow and the wall grind was very cool but its hard to use with a square arena I did get stuck in the corner by an enemy too
I love the game play the warp portals take a little long and i feel like the pickups could just be dropped instead of having to warp to a room to get them.
Would've been such a better experience with some audio and juice thoughhhh.
One of the goblins did get stuck in their thrown animation and were just rotating and floating around was kind of interesting
Really good I love cranking it at work while juniper watches me, I got all the upgrades, and is juniper the thing that kills you when the power goes out? Felt like the paper shredding mechanic needs a little more to it was kind of random and not necessary at all to complete the game so I just ignored it.
Feel like it would be really cool if expanded off the power mechanic and with more to explore to where you only have so much time to explore with the power and the monster would chase you for a slower death instead of just instant game over
The other button on the main menu also just froze the game idk what that was.
yea the goal was to have some type of multi tasking with having to choose whether to move or recharge up alongside the clear bey blade inspiration I just released a patch where you can use the scroll wheel to rip it figured it feels like the same concept while giving you a easier alternative to charge up!
I lost the spoon off screen on my first playthrough
I like the concept of a stirring game I haven't seen one yet and I'm surprised theirs not more stirring or cooking type games. there is multiple rounds it seems but the time remaining doesn't get reset or seem to really do anything?
I like the pop sound but my eardrums did not appreciate the jumpscare whenever something touches the ground..
This one was indeed spin to win but maybe more of spin for a chance to winning since I was barely rolling up what felt like a tractionless hill but I loved the seriousness of the objects and the visuals very creative not gonna ramble about the problems since I'm sure you're aware of them would love to give it a replay with fixed collisions and am interested to see what effects the sticking objects could have on your ability to roll up different terrains
Spikes could defiantly do with a smaller hit box on the point found myself felt like I was clearing them but barely scrapping them but I did read a comment where you said the player's hit box was smaller it could just be a slight bounce since I did notice the player was bouncing or if the squash and stretch was also stretching the hit box too and not just the sprite.
Just as I was thinking this game could do for some more mechanics the turbine was introduced although it could've been a little more powerful in some areas. I was thinking it would also be interesting if the player could be able to rotate maybe just once while in air.
Very well put together though the only big issue I saw was the lag spike whenever the turbines loaded if you are using a gpuparticles2d switching to a cpuparticles2d would help on the web to prevent that.


