Thanks for the feedback! A lot of people have mentioned the confusing control, so I hear you there. Hope you had fun though!
Thanks so much for playing and commenting!
Thanks so much for the feedback! I heard that same confusion from a lot of players about the table and the basic controls, and I'm glad you were able to figure things out (and yeah, it definitely feels pretty punishing at the end, I hear ya). I'm glad you were able to push through to make it to the ending though!
Thanks so much for playing and commenting!
Haha, I love Lil' Hairball, and I glad you liked the chill guitar vibes! I've gotten that feedback a lot for difficulty to understand the gameplay and confusion with the table, but glad you figured out it's a keep away game. I'll also work on improving the ending of my next project to hopefully make it more satisfying, but I hope you enjoyed the view and good vibes from the top when you got there.
Thanks so much for playing and commenting - I'm glad you and Lil' Hairball had a cozy time at the lighthouse!
Thanks for the feedback! I definitely get the game being simple (and short), but glad you like the vibes! With my husband's years of guitar and my years of dabbling with art, those aspects of the were a bit easier to come together, but my I definitely have a lot of coding to learn to get the game feel and progression leveled up.
Thanks so much for playing and commenting!
Thanks for the feedback! Yeah, for my first game, I ended up being pretty limited in what I could execute by the deadline, but I agree that there's definitely a lot more I could do to experiment and enhance the gameplay. I'll work on improving my next project to make them a little more satisfying.
Thanks so much for playing and commenting!
Man, I'm so close to figuring this one out, but I haven't cracked it yet! I've got a notebook full of notes with three of the puzzles solved, but I've got something wrong with the final prize that I need to sort out.
I don't tend to play a lot of games like this, but I have to admit, it got me hooked! Really great job. Will retry again later to try to claim my prize.
Whoa, what a cool game! The concept is fantastic, and I love that I couldn't see anything and had to use the sonar (or sounds) to detect things and remember to stay on target with the map. Really awesome stuff!
If you continue to tinker with it, the tutorial said the map was M, but in the game screen it was different (S I think?), so I'd take a look at that. I wouldn't hate also having the map on M, even if you don't list out all of the controls in the game screen (since there's a lot to focus on already). Also, while I love that sound design is involved, the high-pitched birds and chirps and tones are a bit hard on my ears, so I really couldn't use them as intended. If possible it would be great if they could be changed to gentler sounds. Even turning my browser volume down, it barely took any playtime for the sounds to just be too much for me.
I'm putting this one on my "replay" list to see if I can make some more progress and figure out more of the controls. I'm also going to send the link to my brother - I think he'd really love to check it out.
Really cool stuff - thanks for encouraging me to check it out!
Really cool idea, and nice challenge. I don't think I'll be able to beat this one today, but it's a skill issue and not a design issue. Really fun concept and well thought out.
If you continue to tinker with it, I must have missed where the "health" indicator was - I couldn't tell how many more bad guys could slip through before I'd get a game over. It was also sometimes hard for me to tell who was good and who was bad... maybe a contrasting color would help me to spot them better instead of just that gear symbol over their head.
Neat little game though!
Neat little arcade game! I had fun placing the webs, and I loved the spidey sense. The sound worked well for it, though if you continue tinkering with it, I wonder if you could expand the game to do more (perhaps have enemies drop on your web instead of just losing web sections? you may have to spend web to defend your home - if that's already a feature, I didn't encounter it by Wave 10, so you may consider implementing it earlier).
Nice job!
The powerups were fun - loved collecting the stickers! I didn't end up modifying the individual tiles much and just focused on the upgrades to the left, but they were a lot of fun.
If you continue tinkering with it after the jam, I didn't love the sound on this one. Maybe the "animal crossing voice" is just more my style than this rougher voice. Would also be nice to have some fun music to spin to. But the basic upgrade sounds were nice, and I had fun completing all 10 rounds (even though it admittedly felt a bit too east after not-too-many upgrades, so you could increase the "goal" starting in maybe round 3 if you wanted to.
Nice job!
I'm bopping to the music with this one! Great visuals, love the different fidget skins, and really nice juice in the upgrades and notifications. And the fact that you've got a "reduce animations" accessibility toggle in the settings really shows the time and care that was put into this (along with the music controls - less rare, but always nice to have).
Really polished, really well done, and just my kinda game. Just spin, that's it, that's the game, and absolutely deeply satisfying.
Fantastic!
Super fun platformer. I was able to get through more levels than I usually can in games like these, and I had a great time zooming between things when I got my hands to cooperate, though I did find shift to be hard to master for the more intense play (especially when I needed to grab the key). I'm not an avid keyboard player, so I'm not used to using my pinky for precision like that, but that's a skill issue and doesn't affect the rating.
I think this game is well polished and accomplished everything it wanted - great job!
What a great story! Really loved completing this one, though I had to zoom my browser in to 175% to read (almost) everything.
I don't have much in the way of notes - this game knew exactly what it wanted to be and told the story it wanted to tell. If anything, just for the sake of the jam, it would have been nice if one of the gameplay elements involved spinning something instead of just dragging things (even just animated spinning, like how you animated the big spinning board).
But really, fantastic game that's hiding under the radar!
Such a cool concept! I really liked the way spinning worked in this one - glad I didn't have to really crank my wrist to keep things moving, but it encouraged me to explore a lot because it was fun to move around. I also liked that all of the character dialogue would just pop up when I approached them, making towns/exploration more fun.
If you continue to tinker with it, it would be nice to see how far I can move or aim before I initiate the action(s). There were times when I put myself in an awkward corner and had to backtrack to get a better angle, but if I had known my limitations, I would have chosen a different path. I also wound up too close to my first enemy standing back-to-back with him only to realize my character couldn't turn around to aim, so I lost a turn that way - would be nice for the character to "face" whatever direction of the attack after their movement ends (or maybe that's an intentional limitation - in which case I just need to learn all the characters so I know how they work).
But a really nice entry, and the first I've played in this style for the jam. Nice job!
Nice little infinite monster game. I like that the first powerup unlocks after you level up the first time - especially with the new enemy drop. I did find it a little hard to balance my speed, the enemy speed, and the length of my attack (it felt hard to get close enough to do damage without taking damage - maybe a wider reach on the weapons would have helped me to feel more comfortable in it, especially when starting out?).
Nice character design, and I like that the blue experience bar is the same color to make it super clear that it's my experience going up. It made me feel more tied to my progress, just by the color connecting the bar with my character. A small thing that I hadn't considered in other infinite-monster-style games, but I think it adds a little something nice here.
Love the reload on this one! Such a cool use of the spin, and really satisfying when I got it right.
It's definitely challenging with the number of bullets available and needed to take down the enemy. Reminds me of my Resident Evil playthroughs - it'll take a while for me to figure out how to get through each section, but it's really enticing to keep playing. I also think the old FPS style works really well for a game jam, and I love the comic story up front.
Definitely my favorite reload system of the (few) shooting games I've played in the jam. Great job!
Really interesting game! Though my immediate reaction was "this mouse is too sensitive" - I had a hard time controlling the character and facing the way I wanted, sometimes just looking (then falling) straight down, especially after I got the dash and jump. I also found it odd to control the dash and jump with the mouse, which were the default settings... maybe because I clicked them? It said something about keybinds, but it didn't have any instructions for how to use that. It may have been as easy as "click a different button at the right time" or something, but some visual aids/instructions in-game would have been helpful when I got to that point. I did like how there were a lot of elements all in one big room, and I was so glad when I died and realized those tops (that I tried for too long to pick up) were save points.
All in all, good work here. It would be interesting to see how far you can take it if you continue tinkering after the jam!
I defeated the wheel - but it seemed like it was too easy. I barely had to move forward in order to hit it. Maybe the hit box was just a lot bigger than I expected it to be, but it felt much easier to just sit back and click to attack without using any powerups or worry about moving around for anything.
If you continue to tinker with it, it might be good to modify hit boxes, hurt boxes, enemy movement (to go around behind you), and add some music/sound design to get it polished. Some additional levels may also be nice, especially if you want players to use more of the powerups (the game is pretty short as-is).
It's an interesting concept with opportunities!
Really cool game! I'm not great at platformers (does this count as a platformer without platforms?), but this was a fun concept with a cool gameplay design. I did have trouble getting the mouse to keep up with the correct circle pattern though - I had to keep picking it up to move it to a better spot.
If you continue to tinker with it, it would be nice if I could just click and hold in the center for a slow spin (maybe I could wind it up myself for a faster spin?), or even if I had another key I could use for that. The challenge is nice to have to focus on two things, but my small mousepad was just too much of a challenge for me to get through it to the end, especially without damage.
Nice little game with a cute style though!
Did I not comment on this one? Apologies, I played it the other day, but my comments must have gotten stuck in itch purgatory!
Really great puzzle game concept here. I loved turning the gears with the tentacles - great use of the spinning theme, and nice puzzle elements. I didn't hear music (not sure if that was just on my end), so if you continue tinkering with it, I'd definitely recommend looking into some more sound design to give it that extra bit of polish.
Cool seeing more if the Pico-8 games in the jam - great work here!
Thanks for the feedback!
Matching the card suits to the table (and having cards 2x as large) was in an earlier iteration, but due to my inexperience, I couldn't figure out how to code it. I swapped the size of the cards to make them smaller so it was easier to see the cat (it got buried really quickly otherwise), but I really needed to swap that table sprite - I know to focus on assets in my final checks for my next project, as they are so crucial in communicating the player experience! I'm glad you liked the art and music vibes though.
Thanks so much for playing and commenting!
I'm not much of a visual novel player, but it was interesting to spin to choose so many things. I was so frustrated that I accidentally clicked through two of the word challenges though - I wish it didn't recognize space or clicks accidentally so I could have attempted it before I clicked too fast (I'm a fast reader, so I didn't need to wait all that long in between text, and there was a lot of text in between the gameplay elements, so I just got into a rhythm).
If you continue to tinker with it, it would be nice if you could have a keyboard check for any letter keys when it came to the spelling challenges, or at least have the space/mouse not submit it (enter was a natural way to submit those, so it would be nice if that's the only key that worked besides the usual letter keys and backspace for those challenges). Also, I never really got a good feel for spinning the answers with space - it just moved a tiny bit before stopping. Eventually I figured out I was spinning and stopping, but so many games either have that manual mouse spin (as a lot of these did) or it spins for you for a random amount of time, so I wasn't ready to control both parts of the spin at first.
Cute take on things though - definitely wasn't expecting a love story in a spinning competition - nice work!
Cool concept! But I had a hard time understanding when and where the yo-yo would go(-go). I'm not the best at platformers, so I'll count a lot of this as my own skill issues, but whenever I did get it to latch somewhere I wanted, it was nice to see it fly around. Also nice job on the sound design - simple, but effective.
If you continue tinkering with it, it would be neat to have an "aiming" option before you launch the yo-yo to see where you'll go(-go). I think that would have helped me to make progress once I got to the harder levels instead of just trying to rely on luck to dodge the spiky red lava walls and floors.
A nice entry though!
Neat simple little game, though there wasn't much spinning involved (unless you were spinning the spring, or something?). It was also hard to earn enough coins to buy any upgrades with the RNG I had - a lot of jumps I only had one coin, and multiple jumps I didn't get anything. It would have taken a while to work up to 25 or 50 coins to get the first upgrade.
If you continue tinkering with it, I'd look into some lower upgrade tiers so those first few coins can be put to use somewhere, even if it's just a small upgrade to the spring for initial bounce height. Also, some background music would be nice to go along with the rest of the sound design with the coins. There's a lot of free options for music out there, like freesound . org, so I'd recommend taking a look there and just attributing credit as appropriate for the sound file(s) you pick up.
Nice little game though, and cool to see games made in Pico-8!
Good simple little puzzles. I don't know why the platforms kept confusing me so much though. I knew that they needed to be up when I got to them, but I just kept having to remind myself of that as I kept falling the first time I saw them (I played through a lot of platform levels and just never got a natural handle on that).
If you continue tinkering with it, it would be nice to have some background music, and if I die, it would be nice if any key could respawn me instead of just using R to restart. Other than that, it's a nice simple little puzzle game.
Nice concept here! I had fun reading the different headlines, though they were spinning way too fast for me to see all the options.
If you continue tinkering with it, the ones with multiple spinning wheels (especially 3+ with very small windows and anything 4+) were just too hard for me to try to focus on, so I just clicked through them to move on to the next level. It would be nice if those were slower and/or had bigger target zones since there's already so much more to pay attention to (and I played them on the easiest level).
But nice sound design and nice overall aesthetic - good job!
Such a fun little game! It was hard for me to wrap my head around it at first (after the first two tutorial levels), but once my brain locked in, it was great to play through. I didn't hear any music though - just me? I saw some was listed in your credits, but I turned my volume all the way up and couldn't hear anything.
If you continue tinkering with it, if there's no sound design, I'd definitely add that (ex, something gentle for drawing, maybe slightly different pitch for the different tools, a collision sound, a "win" sound, a "next level" sound, and some background music). I really liked the challenge of using the keyboard keys instead of just pressing the buttons with the mouse, but both playstyles worked well.
Nice job!
Did I forget to comment here? I played this one five days ago! My comments must have been stuck in itch purgatory, my apologies!
I had so much fun unrolling it lol. Occasionally my mouse would get stuck, but it was easy to unstick (I think that was just when my mouse rolled off screen). Not much going on here, but it was well executed and knew exactly what it wanted to be.
Nice job!
Merci, Mama.
Neat little game! In my first level, I never saw the tornado graphics (only the butterfly), so I didn't understand why my "hit box" kept growing, but when I restarted it showed up properly and was much easier to progress. It feels like it's almost too slow to make it, but once I saw the tornado, I was able to finish every level.
If you continue to tinker with it, the sound effects were a little loud (that register sound is high-pitched, so I adjust the volume of my browser until I could barely hear that - but then I couldn't hear any music or anything else that might have been going on), and it would be nice if the pick-up range was just a little bigger, as I had to go back to grab things a few times that I felt like I just missed.
Nice work - I had fun playing this cozy destruction game!
Really like the concept of this one! But I have to admit, I found it really hard to control from the first-person perspective, especially when I had to turn the grill handle. It also took me a while to figure out I even needed to turn that in the first place - a few customers left while I was staring at my green (raw) food lol.
If you continue to tinker with it, it would help me if the grill "locked" the camera in place until I moved the mouse all the way over to pick up a new skewer. That way I could turn and spin things more easily without having the whole camera move with me. It would also be nice to have a mini "orders up" list kind of pinned to that locked camera part of the grill so I didn't have to keep moving up to check what people ordered (just a copy of that order from above their heads and the waiting bar on the left side, out of the way but visible, would help a lot, especially with how quickly things cook once you get going!).
I really love cooking games like this though, and despite my challenges moving things around, I had fun with my short time at the yakitori bar!
Neat concept! It kind of reminds me of that Dungeon Clawer game (that I just heard about this week, but it's been out for a while I think). It's neat to have the mechanics randomized for attaching and defending and all that, and I like that I could choose where to put the new things I earned (though I tried to upgrade the "miss" slot and was sad to find it didn't do anything lol - maybe it could give a chance to reroll or just not allow me to apply the upgrade to it?)
If you keep tinkering with it, it would be nice to have an alternative option to spin the wheel (the only way I figured out how to do it was to use the mouse to push it in a direction). A lot of games in this jam use the mouse like that, and my wrist has gotten so tired - it's something I need to improve in my game, too. I also didn't realize it was a fighting game when I opened it up lol, so some additional text on your main page describing the game (instead of just the credits) would have helped me to understand the concept better when I jumped in.
Really nice job though - lovely color palette and nice overall design!
Well, I haven't solved this one yet, but I the visuals were fantastic and the concept was really neat.
I don't typically play games like this, but if you continue to tinker with it, it would be nice to have visual indicators of the dialogues I've already selected as well as a notebook to remember what I've learned. It's hard for me to remember who I talked to and what to go back and see, so I found myself just clicking through options one after another to try to find that bit of dialogue I almost (but didn't quite) remember.
Again, really standout visuals and hand-crafted sets, and just some great work on the story. I've got this one on my replay list to try to solve this mystery.