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thejan14

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A member registered Jun 03, 2021 · View creator page →

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A little rough around the edges, but I really like the idea of having left and right hand actions separately! Also fitting perfectly to the theme. One thing I was missing was access to the egg state overview from somewhere within the game. I kind of forgot the different names and how cooked it needs to be so I restarted the game several times just to look it up again 😂.

As others have mentioned: If developed further, this could be a really nice cosy game :)

P. S.: I finished 5 orders, but then it looked like there are no more coming.


Duck... Duck? Duck! HD!

Works great, the "Credits" button is still usable on my end!


No worries! There is an option within your itch.io page that sets up a fullscreen button without you needing to change the code. It works for most games, maybe you can give it a try :)

Art and audio design is crazy cool 🤩- the general vibe reminded me of "Loop Hero" somehow :D
Took me some tries to get Abraxas down, but I guess that's by intention! I like how the systems are build to set you up for "last second calls". For example I was able to perform an attack and defend an assault several times - if I was quick enough with the navigation :)
If I could improve one thing, it would be a more intuitive way to choose the defend direction. Maybe the buttons could be set up like a D-pad, so that once I enter the sub menu I can quickly navigate by "intuition". 

It's so charming that I just couldn't stop! Got quite some of those missile hole farts at level 6 until I figured out you can speed up with shift, all the others worked perfectly :)

Really cool (hah) idea and very well implemented! Lacks a little bit of content, but thats to be expected in a game jam :)

The "several known issues" section of the instructions manual made me laugh out loud - reminded me of a similar chapter in the manual for the collision warning system of my car. It's like 50 pages of cases where it might not work 😂

Very creative entry, enjoyed it a lot! I think you would love https://www.reddit.com/r/badUIbattles/ ;)

I also might have found a bug: I dyed my text red and "extracted bleeding text", but then later "resurrected" the document. After that, I was not able to properly extract bleeding text anymore, even though it was red already.

Really well done! Could use a few more checkpoints (especially in the beginning, while getting used to the controls), but maybe I'm just bad. I liked the ledge hanging part on the gears, even though it took me quite some time to find out that this is even possible!

My fight with the count was comically short, I basically jumped on the platform and pushed him down - not sure if thats intentional :D


Simple and enjoyable, but I didn't quite get whats the motivation to play again once you reached the goal - especially as I only got 4 coins which would require me to successfully play 2 more rounds to unlock my first upgrade (maybe I just didn't get how to make money :D)

I can't decide whether the fly asset (which is likely the easiest to do) was left out on purpose or not :D
Made me chuckle at first, but then gave the game an overall "unfinished" feel, which doesn't do it justice. Enjoyed the sounds a lot :)


The twist with the dead husband was great! It's really hard to remember what all the weeds to, though :D

So cute and so well done ❤️! I think it would work better if there was a fixed amount of rounds per day instead of an actual timer. I found myself just quickly going for the first drop that appears to be in a good spot to complete as many rounds as I can, instead of considering their stats and actually tracing where the drops might go.


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I really like the combat, it has some strong fundamentals. I struggled a little with the minigames (even though I'm sober ;D) - not necessarily because they were hard, but because I didn't get the controls straight away. Maybe there could be some time for introduction the first time you are tasked with a minigame :)


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Awesome idea, well implemented! Could maybe use a few more types of enemies to spice things up ;)

Really cute, was only missing the fullscreen button (on purpose?) :D

The game is great and I also appreciate it being designed as a challenge, but the sensitivity of the controls is a bit too high - I think making the controls slightly less unpredictable but making the levels more complex on the other hand would go a long way :)

I !@#%$ this game!

I want this crowd of worms in all of my  games!

I LOVED this game! I have an affinity for typing games, though ;)
But really: Everything just fits so well together. The art, the audio, the gameplay, its 5 starts through the board! Would absolutely buy a full version on Steam ^_^

Absolutely stunning art! I didn't quite get the cause and effects, so it was a lot of trial and error. But in the end I managed to survive :)

Absolutely stunning art! I didn't quite get the cause and effects, so it was a lot of trial and error. But in the end I managed to survive :)

Made it to a score of ~4200, felt really nice. I loved the implementation of the enemies, they leave plenty of room to maneuver around!

We had a very similar idea, but ended up doing something else in the end! Your implementation is even better though than what we imagined, loved how much room it leaves you for experiments. Amazing! :)

Coolest volume slider ever. Period.

I like the subtext in this game and how you how it makes you think - but it could use some more "meat" to the gameplay to encourage better replayability :)

Really interesting and creative game! Unfortunately I only understand very little Spanish so I couldn't immerse myself properly in the game. Would love to play an English version!

Cute idea, I liked how Bomboy would land on its side after a big explosion - its really difficult though, the platforms get very tight very soon :)

Thank you for reporting the bug!

Just to be clear, is this the edge you're talking about?

I think it might be a general issue when the player and the orb are too far apart from each other. We will have a look into that :)

Thank you so much for taking the time to write down your detailed feedback and suggestions!

You are definitely hitting a point with the game being very overwhelming right from the start, it has been one of the weak points early on.

I really like your idea to add some dedicated trainings that can be used to learn and optimize certain obstacles in the game (or the movement in general), we will have a look into that!

The main hall training ground (or at least any option to play around with a ball outside of the actual run) was actually on our todo for some time and got cut out of the scope because we were not sure if it is really needed. I guess we put it back on the menu :)

Thanks again for helping us steer the game in the right direction, let's see what we can do! 

Thank you so much! Glad you liked it :)

Sorry for the late response. We currently do not plan a Mac release. I don't have any Mac device to test on. I might look into that in the future, but I cannot promise anything. 

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Dear itch.io community!

Me and my brother just released a Demo of the our game we’ve been building with a lot of passion for quite some time now. We kind of escalated a very simple idea where you juggle a ball by hitting it repeatedly into a platforming/action/time-attack/rougelike where you have to hit the ball so that it reaches the top of a (more or less) randomly generated tower as fast as possible.

It was a wild ride until we were happy with both the gameplay and the visuals, but we finally feel confident to share our game with you! Honest feedback is welcome :)

https://thejan14.itch.io/orba

P. S.: I love itch.io and the community so I implemented a feature that I (as the programmer) am especially proud of: A cross platform leaderboard where both Steam and itch players can compete and share ghost recordings of their runs! Can't wait to see your scores, whatever platform you prefer 🚀

This is easily one of the best entries for the entire jam! A unique idea, flawless implementation, great fun - I love it!

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Felt like suprised Pikatchu when I fell off the edge while trying to setup an orbital laser for the first time :D

Love the idea and execution, really well done! It was just a little hard to press the buttons on the phone while moving, because the hand also moves a little accordingly (I am playing with a touchpad though).

I like the perspective and the camera, but there wasn't really much to do. I also felt like everything can be done without the rewind system. Still a little rough around the edges :)

At first I didn't understand what/who the enemies are that I am supposed to bomb, but once I understood that the game has a nice catch! I also like the risk/reward play of moving into the path of the enemies to be able to bomb them. Throwing bombs is really satisfying :)

Somehow my character was off the bottom of the screen, but once I found out I can jump back into the screen I really enjoyed the wall jumping! Good job!

Thank you so much for your feedback! I can understand your argument about the dark area. I personally also like how fast you can go in the other areas once you got a hang of the controls :)

Polished game, polished monsters!