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TORKNULF

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A member registered Mar 15, 2025 · View creator page →

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Sooooooo coooool!!!!! I loved this so much, it felt super polished! The visuals were amazing and the music as well, and thanks to how free you are in the way you can hit the notes, there is a lot of room for feeling cool and doing "tricks"! I especially enjoyed to just launch away the pin when the disc was covered by red notes - super fun!! 

I saw another comment about it already, but I also think that having at least some kinda SFX feedback, for scratching the disc would make the player feel even more cool, but other than that, I don't have any complaints! Amazing work!!

I'm so glad I found this thread hahah! I actually used synths for making almost all the SFX for my game, but what I'm most proud of is how I made my spinning sound by taking a flat windy noise, and scale it up and down in pitch depending on how many degrees you have rotated (in an abs(sin(x)) curve)! As a result, the SFX for faster spinning "loops" faster than for slow spinning, and will always be synced to what's happening on screen!

Here's the game: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4713638

Being able to customize the beyblades is such an amaaazing feature, it shows the level of polish and care that was put into this game! A lot of juice in the gameplay as well, it was really satisfying!! The only complaint I have is the damage from hitting the arena borders, since I really liked hitting them just to see the sparky effects heheheh

Such a cool idea! It messed with my brain a bit at the start (in a fun way), and once I got the hang of the mechanics, it was really cool! It felt quite polished as well, leaving me wanting more after beating all the levels! Also, I'm not sure if you are supposed to be able to push the block to a side by just walking into it, but I managed to do that on the final level at least :b

Flash games my beloved <3

The opening was really awesome, and it left me with no idea what the heck I was getting into (in an exchiting way of course hahah). Once I got into the actual game, I thought the visuals were really nice, and that the gameplay was very fun!

While it was spicy that you had to stop spinning to plan a jump, I thought that the jumping was a bit finnicky at times. It was mainly due to the mouse not being locked to the screen, so sometimes I reached my task bar and the jump cancelled :,). Other than that, I had a really nice time with the game

Such an extremely unique interpretation of the theme! Nothing is forcing you to "spin to win", but instead, you are making players spin around as a natural consequence of dodging your boomerangs - super cool!! It was also really satisfying to try keeping a combo alive [:

I know that the rules of the jam don't really allow it, but I think that this would be so much nicer with a joystick rather than a keyboard too, cos it does get a little tiring for the fingers to walk around in circles for too long heheh

I had a really nice time with this game, it brought my memory back to those toys heheh! I thought the progression from level to level was very well-designed too, and the red enemies spiced things up very nicely!

I suppose my main "critique" is that the game left me wanting more hahahah, but that's just a good sign - great job!!

This game is so very creative and addictive - I played it for so long and the best score I got was 97 km!! I grew up playing tons of flash games similar to this, so this gets nostalgia points as well :b

The gulp, wilhelm scream, the live cam before launching made me so happy every time hahahah, this was really amazing! The level of polish from the visuals to the menus and the cutscenes is absolutely mind-blowing as well - super well done!!! The only minor criticism I have, is that I wish you could upgrade the skill check meter as well, but even without that, it felt fair whenever I failed [:

 I love Pjotr so much, I hope he keeps chasing his dream after this!

Amazing job on this game, especially for being made by only one person!! I think the size of the level was perfect for this jam - giving just the right amount of free space for a little bit of exploration, while still always being clear where the player is supposed to go! The music and SFX also give the game such a nice vibe, and I love the way the ball spins!

I am a really big fans of the retro 3d collectathons, so this was right up my alley [:

This felt so fluid and fun to play! Personally, I thought it was really interesting to make the movement be like tank controls but on mouse movements! I don't think I've ever played a game like that (even on this jam), but I like it way more than calculating your launch direction based on the direction from the player to the mouse. It just feels so much cleaner not having to chase the player with the mouse, while still getting the precise input from mouse controls - I found it brilliant!

If spinning speed does affect the percentage gain, maybe it would be nice to make the pitch of the spinning sound scale with how fast you currently gain percentage (and thereby by your spinnig speed). If your architecture allows that of course heheh

The taxman is going to show up in my nightmares... I managed to keep the farm for about 2 years but then my business got too unsustainable </3 

I think that this was a really creative use of the theme! I love how there is both risk and skill expression involved in the gambling aspect, as if you're confident enough you don't have to wager as much money! Selling/breeding animals was great as well, and it made me sad everytime I had to get rid of my animals ]:

Admittedly, I was a little bit confused about what I was supposed to press at the start, but once I figured it out, it made sense hahah. I think my main request would be to be able to up the wager number a bit faster, like having higher increments than 10.  At any rate, I really enjoyed the game overall, visuals and music were fun too!

It seems we both have countryside-ish themed games hahah, I'll try yours!

Here's mine: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4713638

The atmosphere in this game is awesome! The shaking and the spin sound were really nice feedback for spinning too, albeit being a tiny bit unclear whether faster spins had more effect. I replayed it a couple of times until I understood how it worked, but unfortunately I didn't get past 70%. 

I think it would be improved if percentage filled up a bit faster, and there was a little bit more feedback for your spinning input, but regardless, I am really impressed by the atmosphere you manage to create with these few elements!

It is so amazing when small and simple things do everything just right - and this is defenitely a great example of that! I played until I got more than 100 in score, cos dang this was really addictive! I think the visuals felt so clean as well, but if there is anything I can think of improving, it would be the sharpness of the sound effect, and maybe a little bit of pitch randomization? It is a fairly minor complaint tho - I had a really good time with the game!

That sounds cool, I'll give it a try!

If you're interested, here is mine!

https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4713638

The dialogue and the visual & audio design was EXCELLENT!! The animation when you defeat enemies was absolutely hilarious as well, and it all felt extremely polished! Really satisfying and well thought-out upgrade system as well, and I am truly amazed that this all came out from a week of work!

I first thought it was kinda inconvenient to having to press the dice to collect them, but I quickly realized that all upgrades together with the mechanics are designed to just speed up how quick you can beat it, while making it progressively more satisfying. I also loved the multiplier - all of the game just flows together so well! 

It might be extremely reduntant, but I almost feel like I would like a timer/round counter to know how quickly I can beat the game hahahaha. I don't think it really needs it though, since I like the calm atmosphere [:

This was so impressive, big respect for being engineless!! The start was a little slow, which was perfect to learn the game, but a bit long for a replay heheh. The later waves were really fun tho, when the aliens got tankier! The feedback from hitting down an enemy was really nice too, but little more juice could be added by making the cows moo when they get picked up or so :b

I would've liked if the warning signs differed in size depending on how close to the view an alien is, but overall, great job!!

This sounds so interesting, will definitely try it out!

Here's mine:
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4713638

Did you make a game with physics of any kind? Then I'd love to play it! 

Here's mine, I would really appreciate it if you gave it a spin :b

 https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4713638

I reeaally liked how it felt to maneuver the kart! The upgrades were really fun too, it gave the game a bit of a roguelike feel even, making me wanna replay it to test it all out! The visuals were really nice too, and the blowing sand effect really added a lot to the feel!

A few criticisms: I thought that the camera would be nicer if it caught up to the player a bit faster, cos it was a bit hard to see if there were enemies in the direction I was going. Maybe it would also help to include arrows on the screen borders to indicate where there are enemies? I felt like the enemy movement was usually fine, but at some point I searched the whole stage like three times and then found an enemy stuck in a corner :b

I would also have liked a little bit more feedback both when dealing and taking damage, since it was a bit hard to judge what it was that hurt me sometimes. Overall however, I thought the game was really enjoyable!

Your game looks super cool, I'll go play it now!


Here's mine: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4713638

I reeeaally liked the rotation -> jump physics in this game!! It feels like it allowed for a lot of skill expression, so that you can kinda speedrun some sections and skip some steps on replays. I took the lower path in the start with all the LPs and cogwheels, and I tried it soooo many times until I realized you were just supposed to stand still on the edge hahah, I thought it looked very satisfying when I figured it out!

That you can apply more/less rotation on most spinny things is super cool too, but I kinda wish that there was a little bit more control mid-air, or at least less precise platforming at some parts, especially the parts with the white plates. Having unlimited speed buildup is cool, but I think that limiting the spinning speed to the "required" speed to jump to the next platform would decrease randomness of jumps, and in turn, create less frustration :b

The atmosphere in this game is sooo crazy good!!! Everything from the art direction to the sound design blends together so very well! The crank mechanic and feedback is so very immersive as well, and I just love looking at it spin so much (whenever I'm not nervously scanning my surroundings hahah). 

While not being precisely my type of game, it reeeally sucked me in anyway, until I died before getting what I suspect was my final key. Once I gather the necessary courage I'll likely try to actually beat the game, cos I am so curious about it!

I kept replaying this game for a while - I found it really enjoyable once I got the hang of it! The 3D looks super clean, the audio is well designed, and the fish & main character look so cute! I think it's great to have that little scoreboard to add a tiny bit of pressure on the player too, makes you really wanna keep reeling them in!

If there is anything more I'd like to see in a future version, it would be to rely less on the UI elements when catching the fish, and show more of what happens in the 3D world. However, I understand this could require a lot extra time, and admittedly, this is a pretty small critique since the audio feedback & UI drawings when catching fish is are really nice [:

I think that conceptually this was such a clever use of the jam's theme! I really liked the stage ost as well, and the visuals were cute [:

I thought the combat was fun but a little bit difficult to fully grasp. I tried both spinning continuously, and simply directing the tail against the enemies, but both strategies yielded kinda unpredictable results... Maybe the enemy hp could maybe be lowered a little bit instead? The items/abilities helped a bunch though, and was a good way to spice the moveset up a bit!

The visuals here are sooooo neat and clean, it shows you put a lot of care into it! I love Paper Mario so this even feels a bit nostalgic for me heheh, even down to the way the camera pans to the characters!

Regarding the gameplay, I thought running around and jumping felt nice, but I had a little trouble in the first encounter due to the attack hitbox and the missing feedback from hitting the enemy. Given that you experienced unfortunate inconveniences during the development (what a shame!), it's really understandable though, and what you published is more than enough to fuel the imagination of what this project could become!

Really cool with the two directions, and how the audio and visuals change! It really caught me off guard when I started spinning to the left hahah :b

The game really doesn't overstay its welcome either - I think it's a really neat experience! 

This game REALLY scratched an itch I didn't know I had, cos it reminds me so much of the flash games I used to play as a kid on random websites... I thought it was really fun, and the shop kept me coming back for more!

The art is so fricking clean!! I especially liked when the scribbles in the intro became the title screen, that was really cool!! Edward Fishbag is such a kicker name too,,,,, And the way the game kept bringing me to unexpected places like the casino and the blushing trash can was also really fun, it caught me so off guard hahah. Great presentation overall!

As for the fishing mechanic itself, it reminded me of the Wii gimmick controls a lot of those games had, which also makes it a little bit unpredictable :p . Admittedly, my mouse and mouse mat are not so good for moving in precise circles so it was a bit difficult, but I love fishing minigames though so I still enjoyed it a lot [:

I found this game to be really addictive!! Seeing the platform go down really felt bad, which motivated me a lot to keep going - and pushing the boxes was really fun too! I actually played it for so long that I reached 100k points, with the major thing stopping me to go further being my index finger feeling very sore hahahah. This really left me wondering how much more exciting this game could become by adding more obstacles than the boxes, some kinda difficulty scaling with height, weight affecting the platform rise... I think it has a lot of potential!

I got both bad endings but not the good one, and I actually really liked the design of Chance and Clover. The options on the spinny wheel were usually pretty fun to read as well, and I like the core idea of the game!

However, it got a little bit repetitive trying to get more endings when the outcome was so random. At the same time, it really fits the game's title and theme, so that's worth some extra creativity points hahah

Really nice and quite replayable! I played it 3 times while testing different builds, and even though I never got past stage 8, I had a good time with it ! I really liked the spritework and the music too, especially the way the combat theme was so long and varied!

One little criticism is that I did not think the shield slot added so much to the game. Maybe I misunderstood its function, but it felt like it did nothing. The healing also felt a bit weak when considering the enemy attack afterwards, so maybe an option would be to combine healing and defending into the same action? (When I was on enemy 7 with lv.7 healing & defense, my healing output was merely +5 hp, which felt kinda unhelpful)