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superslop

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A member registered 33 days ago · View creator page →

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thank u! i bet you're a very fun person :)

thank u!

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I'm a sucker for a good ricochet 
The first level(s) are gonna be too hard for most players (not me I'm a god gamer and had no problem whatsoever and definitely didn't fail the first level many times before accidentally winning)
Sometimes i shoot a ball and a planet eats it?
I did not realize you could make the ball controlled by a planet's orbit even though I read the tether text until after 3 levels (I am dum)

Tethering feels good. I think chaining tethering into ricochets and more tethering would be enough for a SATISFYING game loop

And thank u for the feedback! I will make the last attempts path line thing should persist through a (R)eset if I can figure it out before I forget it

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really clever concept!
Balancing risk and reward as you bob and weave and spin/orbit around the planets is creative.

This made me think maybe I should slap step-by-step interactive tutorials on all my games. 
The last step was the only one that wasn't interactive, I thought that pressing g, u, x would do something. I understood once I rolled for my first upgrade, maybe you could roll an upgrade and have user start with one from Step 3.
I mean fuel is cool but how can I not spin 2 win? That's the name of the jam
Maybe controversial I want a bigger sound effect when I crash into a planet. Sound effects are satisfying, I like the warning beeps as you get close especially.
A maybe cheap improvement is letting players use keyboard keys or controller (controller support more work but keys should be ezpz), I also understand by you made it scroll wheel (spin is the them and you spin the scroll wheel) these could be additive like the plus and minus  thrust buttons.
Good music ambience

Bug: I think I increased thrust too fast after upgrades or something and zoomed past the first planet being dragged into the underworlds by I don't know what celestial objects gravity

You're right intuitively on a real wind-up toy you would just let go of the crank and it would fire off so I very likely need to make the launch button painfully clear with BIG UI element or make it release-to-launch

If you couldn't launch because you weren't reaching the minimum wind threshold then I need to make that a lot bigger and more obvious in the UI at least for the first time

Thank u!

kenney assets coming in clutch yet again 🤘 https://kenney.nl/assets

i'll try to recreate!

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I think the story has a solid shape. It's not hard to relate to the pressure to perform and it's nice and light which is good for a game jam where in my experience people will not want to try to keep track of a big cast of character or specific story points.
To me the characters are not the draw of a story like this, it's that you can put yourself in the main characters shoes (ballet slippers in this case🩰) which is why nice, strategic audiovisuals amplify the plain text story to feel more real! 

This made me smile 😄
I myself was retrying level 15 on the last playthru before itch upload that's a good callout

And these are great suggestions in line with what I was experimenting with in a World 2. All I'll say now is that I hope u like locomotion 🚂😉

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I feel validated because the first 2 feedback points were my 2 greatest concerns (mouse & keyboard controls feel awkward and difficulty spikes)!
Control after bounce I had not thought about. I have played my game A LOT while making changes so I've gotten use to the isometric view and physics (they're fake physics).  I expect most players will feel this, I'll brainstorm ways to try and mitigate this and hopefully still have cool Tokyo drift moments 🤔💭.
I will waste an inordinate amount of time looking for exactly the right CC0 ambient music or making something in Chrome music labs today.

Thank you for this thoughtful and constructive feedback! I will get to work right away 🏃‍➡️

I love alliteration this is a great title! I agree with all of RotationalJustice's points. Visuals and audio would help me feel immersed. 

Sound effects:  I recommend effects that communicate the emotion you wait your player to feel for that part of the story. Effects like risers to build tension before your performance (something classical like violin/strings would make sense with ballet) and crowd cheering/clapping for if/when you nail it 💫💃
Visuals: Depends on what art style you're good with. I would like to see an intimidating MS character and then have the rest of the visuals mostly focus on faceless dance sets and a faceless audience if you wanna drive that practicing under this pressure can be a lonely experience.

Good luck 🍀 !

I would love to playtest ur game and I would love if u playtested my game.
post links here I guess
like this: https://superslop.itch.io/spin-to-wind