It's only during the tweening that the overlap happens, not after it's settled. I can see how judging whether something is free to rotate would be a different experience without the animation.
Zekko
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Interesting how your game and mine comes from similar ideas! One of my early concepts was similar to this, before I switched to switching words instead of the whole headline.
I like the phrasings, and the ideas of flipping vs. softening vs. removing altogether. The moving eye at the top was a cool addition.
Very creative use of the theme! The unsettling art, the thumping music, and the rhythm of the hits come together to form a mesmerizing trance I hadn't expected.
Three nitpitcks:
1. Once, I closed the ship before buying anything because my lizard brain had been conditioned to hit the first white block (i.e. the 'leave shop' block).
2. The purple guy (final boss?) was too much of a difficulty spike for me.
3. Pausing the indicator when you miss screws up the rhythm for the other blocks, causing you to miss more and get stuck in a spiral. Maybe that's intentional.
Amazing atmosphere. The clunks of the controls, the puttering of the engine, the creaking of the metal cage; they all come together beautifully.
That said, I feel the gameplay needs balancing. I was overdriving the engine just for the sake of something to do. When the threat actually arrived, I had just pulled the lever to vent and stop the engine, so there was nothing I could and the moment fell flat. I'd already gotten bored of the mechanics by then, so I felt no motivation to try again.
You have a diamond in the rough, here. It just needs polishing. Considering you built this in 7 days for a game jam, that's honestly the best possible nitpick I could give you. I hope you keep working on this.
It's... boring? There's a lot going on visually, but player input boils down to pressing a button when prompted. I half expected this to turn into a cookie clicker. The number-go-up dopamine hit kept me going for 10 minutes (much longer than I expected), but in the end this felt like something I'd find at a casino.
It's ironic that Juniper Dev asked people to stay away from gambling mechanics, yet there's an abundance of games that use all the classic slot machine addiction tricks.
I like the theme (similar to mine, actually), and the puns made me chuckle, but I never really figured out the mechanics. There's a lot of fluffy text repeating what's also been said or is already on-screen, so my eyes glazed over quickly. Nothing much seemed to happen in terms of story development, so I was just going through the motions of spinning wheels and clicking through. If there's any player choice, I missed it.
I like the spin on the theme (predictably, since my game has a similar theme), but I'll be honest: I had no clue what was going on. I found the mechanics opaque and hard to grasp. Results felt random, making the choices seem inconsequential. I walked away feeling like I'd played a particularly strange slot machine. There's the suggestion of a deeply strategic game, and maybe it is, but (ironically) it wasn't communicated well.
I like the concept of the interlocking "rings" so the answer sequences isn't obvious. It wasn't obvious to me which rings could be rotated when, though, because they still clip through each other in 'valid' rotations. There was some frustration from having to sit through the rotation animation on every click. Puzzle games like this should respond quickly so it doesn't bog down the player's thought process.
I couldn't get above 20% no matter what I tried. Is there a trick to spinning in just the right way? It tried make bigger or smaller circles faster or slower with my mouse, but it didn't seem to make much of a difference.
Regardless: good job setting an atmosphere and stakes with very minimal assets!
It's cute! I like the way the boxes swing around on your hook. I was confused when I couldn't find any more boxes to deliver, and I didn't get the difference between the green and red boxes. I was expecting the controls to be more physics-based, something with momentum. As it stands, it feels more like a crane than a helicopter, and I was mostly just holding buttons until I arrived. I honestly had the most fun just trying to hook up the boxes.

I love narrative games, but was never a fan of visual novels with their branching dialogue trees. I'm particularly tickled by games like Return of the Obra Dinn, The Roottrees are Dead, and The Case of the Golden Idol, where the story is linear and the engagement comes from the mechanics. I wanted to explore other mechanics that can do that.
The idea of the player writing headlines to match newspaper articles is one I've had for a while, and it just happened to line up with Juniper Dev's game jam theme of "Spin to win" (when interpreted sufficiently liberally). 'Spin doctor' is a slang term for someone who manipulates public perception, framing stories in a way that suits them.
The writing is only so-so, if I'm being honest, but I think the mechanics have promise. I was worried writing all the headline options and the feedback system would quickly spiral into a combinatoric nightmare, but it actually came quick and easy to me. As usual, it was the programming that took the longest. The art is very minimal (by virtue of the game jam's time limit), but it's amazing how much immersion a few choice sound effects can bring.
https://zekkox.itch.io/gunktown-gazette
Always happy to hear feedback!
Very difficult. I had a hard time getting past the first jump, and barely managed to finish the first level. I'm not sure how the controls and the momentum are supposed to work. If the idea is you're a bouncy ball, that kind of appeals to me, but it doesn't really come across. The control you have feels weak and sluggish.
Really clever and well executed! The puzzles were just challenging enough. It took me a few minutes to get the second-to-last puzzle, but my newfound knowledge made the final puzzle cathartically quick to solve.
I'd be interested in a longer version, assuming the mechanics have more puzzle variety to offer.
2692 characters, 26:39 time.
A brilliant mechanic combined with a well-written story, making for an incredible game. Finding each new scene was exhilarating, and hit those same satisfying notes as Return of the Obra Dinn and The Roottrees Are Dead. A testament to what can be achieved using only a text prompt. I can't wait for the Steam release.
That said, the ending fell a bit flat for me. The buildup of the last few scenes was great, but I got stuck finding the very last one. I felt a bit unsatisfied figuring out everything myself, but having to resort to hints from others to get the credits.
Spoilers (ROT13): V arrqrq n uvag gb svther bhg Xng qvrq orsber Wbua. Vg znxrf frafr va uvaqfvtug, fb gung'f ba zr. Ohg V jbhyq arire unir sbhaq gur qernz frdhrapr jvgubhg fbzrbar gryyvat zr. Vg nyfb gbbx zr na rzoneenffvat nzbhag bs gvzr gb purpx gur vaobk naq svaq gur svany zrffntr. Va zl qrsrafr: gur vaobk jnf bayl hfrq bapr orsber, ng gur irel fgneg bs gur tnzr. V ubcr gung'f svkrq va gur Fgrnz irefvba jvgu fbzr fbeg bs abgvsvpngvba.
If I had to nitpick: some of the characters felt too similar to me. It took me a while to remember them all. The writing could be improved by giving them more of a unique voice, like little word choices that give them a bit more character. Of course, adding portraits and voice actors in the Steam version will also help.

