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Ten Tails

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A member registered 91 days ago · View creator page →

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Thank you, both for taking the time to play and the feedback! We're unsure at the moment if we plan to come back to the game, but if we do I think we'll be taking your suggestions to heart, primarily coloring the other characters + mixing the music and SFX better. The play button of course, is an unexpected issue with the Web build that I'll have to debug. Most importantly to us, and hopefully everyone participating in the jam, we had tons of fun making our first game. :)

Thank you!!! Super glad you liked it. After seeing all the games everyone was making we were worried no one would really be interested in a visual novel. Since it's our first game, we just kept on with the idea and wanted to make something fun anyway. Thank you for playing it!

Thank you 😭. This comment will live in our heads forever. (This is the artist speaking) the meme you made cracked me up, I love it a lot. We'll definitely take the feedback to heart. Thank you for giving a shot and I'm so glad you enjoyed it. We were definitely worried since we figured most people wouldn't be interested in a visual novel. Sorry for the play button, we couldn't figure out why that broke in time. Thank you again!!

Thank you!

Thank you so much! We definitely worked really hard on it. Thank you for playing it and we're so glad you loved it as much as we did!

Thank you! Really glad you enjoyed it overall. Thank you for the constructive feedback!

Thank you!! We had a lot more ideas too that we would've loved to implement but I'm glad you liked it!

Thank you so much! We really tried to make it as interactive as possible. Originally it was just going to be the wheel of fate but that felt like too little. It was a lot of work but I'm glad you enjoyed it!!!

Unfortunately, the game was indeed broken. The movement was rather slow, and the floor only rendered for a moment before disappearing and I fell off screen. The score in the top right was also bleeding off the screen. I used the Linux build, may be the issue.
That said, I wanted to take the time to tell you: I loved the art! As soon as I saw the thumbnail of the game, I wanted to check it out. The cover art and branding of the game looks so sick. The animated player model and the amazing background art included, I really enjoy the direction of these visuals. Beyond that, I also loved the way you tied in the game theme with the spinning / rotating sushi belt. Game play, even in a working state, I can imagine is rather simple and nothing to necessary write home about, but the design of the game makes me wish we could see this art direction get implemented into say, a more fleshed out skateboarding game, perhaps where you can skate around restaurant tables, using plates, bowls, and cutlery to make a skate park!

An immediate glance at this game, and it just stands out. The visuals, the art design in particular, is so unique and full of character. I enjoyed the story building into the game, and was pleasantly surprised to find a similar style of Plants vs. Zombies.

I will note a few critiques, as I played twice and unfortunately died on level 10. In terms of cash flow, I feel the pacing of the game could have benefited by increasing cash whether in drops or just the dollar per second. If I read correctly, you need to get the dice option to have a chance at an explosion, and need 3 explosions to win. That's a minimum of $450 and by Wave 10 I think the most cash I hit was $50 before I had to purchase more reinforcements. Unfortunately, I didn't seem to have the money or time to purchase the different spin/gambling mechanism up top very often, only purchasing the gumball machine twice in that second run. The early stages are also just a bit slow once you've played before and know what you're doing, so a 2x button to speed the game up could be a great quality of life addition. Also, the placing of weapons/items, I wish there was either an audio cue or a visual effect on the selected tile to confirm that you had placed it, as it wasn't very clear if my gun, for example, actually placed when I clicked (being on a laptop track pad doesn't help of course).


That said, this is the first game of this jam I found myself generally enjoying the game play and ready to run it back when I lost. The art is again, very distinct which really drawn my attention in, and from there I found the audio to be satisfying, the game play was enjoyable, it worked in different spin/gambling mechanism to meet the theme of the jam, and well . . . I've had this much to say about it, so it is without a doubt, a great submission!




I'll open with: I'm a bit bad at dungeon crawlers. I started at the water dungeon and died rather quickly as I was swinging my sword and thought maybe the game was broken! After a few minutes though, I managed to find the bomb belt and from there was able to figure it out. That's always a hard aspect in my opinion, trying not to spoon feed every mechanic or detail to the player, but sometimes things just aren't easy to grasp without a tutorial. I also tried the undead room and immediately fell to my demise. I tried the dungeon on the right but my lack of skill was prevalent.

Overall, I really want to call out the art style, animations, and visuals. It's a very visually pleasing game, and I felt like everything read clearly and stood out to me, even when certain aspects were simpler in nature. The only critique that comes to mind is that while the game opens with "spinning" for which dungeon, and there is the spinning attack, I feel the Game Jam theme could have been more emphasized or involved in the game play. As its own stand-alone title though, I think there's a great premise here.

I enjoy racing games so I love the premise here. There's an Arcade Machine game called "Black Emperor" which your game reminded me of. The unique controls of using your mouse to spin the steering wheel creates this subtle difficulty of trying to react quick enough to the bends without overshooting.
I think current state, the game feels a bit more foundational with the priority appearing to be raw mechanics. I'd love to see some kind of gimmick or aspect added on to the racing outside of just crossing through checkpoints but overall, pretty solid!