Oh that’s a weird bug, definitely gotta have to take a look. Lucky that it worked out in the end though, hope it didn’t affect your enjoyment by too much!
Thanks for playing my game!
Love how meta it is haha. Easy to understand, but also quite fun to play. Nice job!
Personally, I suggest introducing things one by one, like only start with one kind of platform and then introduce others as the player progress. It’s quite hard to remember how everything works on the first few runs haha.
Overall, enjoyed playing this one, really nice work!
The fact that this was made for the GameBoy, absolutely legendary. Go and take my points!!!
The game is really engaging. I like that it has a lot of meaningful micro-decisions, like maximizing spin time, stopping spin to ram into bullets or dodge dangerous situations, risk getting hit to get combos, etc. The mechanics are simple but the dynamics they create are so cool.
Also, incredible programming feat. Unimaginably based.
This is surprisingly calming and beautiful. The kaleidoscopes are really beautiful, and there’s a certain kind of satisfaction to just watching them spin and create these intricate patterns.
It’s a shame I only discovered from the comments that there is music! I played half the game thinking there were no music. Once I turned on the volume, it made the game so much better!
Very good entry!
Ok ngl this is a crazy idea lol. Really interesting take on rewinding, and opens up so many unique situations. I really dig the Hotline Miami vibes here.
I think having the player rewind death is a bit OP, a lot of times I’d just run straight into the enemy, rewind if I die, then just grab a table or something and push the enemy to walls lol. Such a broken strategy.
Overall, really unique entry, I enjoyed it. Great job!
Also I am totally playing the intended way trust me bro™️

Nice little game! From the looks of it, seems like you are just starting out on your game dev journey? If so, congrats!
While a bit rough around the edges, I can see the potential with this! There are some strategic elements from the big ultimate move, like rallying enemies before triggering the attack, killing multiple enemies. You can definitely keep going with this.
Things like screenshake, hitstop, hitflash, can sell the experience better. The audio does get kinda loud when you kill multiple enemies at once, so you should set a limit to how many sfx play at once. And, yknow, probably more spinning to win so it fits the theme!
All in all, nice work, and congrats on finishing your first game jam!
This is actually incredible. The amount of love put into this project must be insane, everything is so high quality and satisfying to experience. I did struggle to figure out some minigames, but after that it was all good. And the boss fight was really fun haha. A big Thank you to the team for this game!
Here’s my game! https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4716502
I’ll try yours as soon as I can!
Hope you enjoy my momentum platformer!
https://strayboolet.itch.io/comically-large-sword-of-the-failurebot
Really nice twist on the tower defense genre! I love how rotating towers give them that extra layer of tactics, where you can rotate long-cooldown towers to continuously hit at an enemy. This game does have quite some variety with its towers and enemy types.
I share the sentiment with others. Add some juice, some more enemy types, and quality of life features like x2-x4 speed, and you have a pretty solid game!
Here’s how we roll:
I’ll rate everyone who comments here.
Play my game, do some big damage, and comment + screenshot the highest damage you can do.
https://strayboolet.itch.io/comically-large-sword-of-the-failurebot
If anyone comments higher damage than your screenshot, you have to rate and comment on their game!
This means the person who does the most damage will get tons of ratings! 📈📈📈 It’s all skills folks! And we get way more rates than in normal Rate 4 Rate!
I’ll go easy with this 636 😉

Love the approach to incremental gameplay with this one! There were so many enemy types, and I love that the game gets harder in response to the player getting stronger! It feels like trying to manage a cat-and-mouse stat chase, and I love it!
The only criticism I have is that the sword can take a while to get used to haha, and the air drag upgrade helps immensely. Overall, really nice work!