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Sc4rcha

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A member registered Apr 24, 2018 · View creator page →

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Glad you found it in the end! And yes, its absolutely based on kill la kill, trigger has been a massive inspiration for me over the years.

I couldn't test two monitors since I just have one. There has to be some way of locking the cursor to the monitor playing the game, I'll do some research. Thank you for playing and super happy you liked it! 

Glad you loved it! I'm sure you already know but your game is so fucking good, super smart and unique and it looks awesome. I love when a single mechanic is used on more than one system and it works. Its awesome seeing you out there playing other games and leaving nice comments!

Love me some shlop shlop shlop! The ball being a dog was the best part of the game, followed closely by the gameplay. It was very fun realizing I could destroy the walls of the building and go outside. Also it was very satisfying seeing the trails for the ball change shapes as they rotated faster and faster. There was a point where they were so fast they turned into a perfect circle, very nice.

My only criticism is that you made a download only game. This would have had like 5 times the ratings with a web build! I was thinking that the game needed some sort of range enemy but the moment I was able to stop moving and all enemies died around me the game ended so... never mind.

I had this game on my play list for a while but kept moving it back because it was download only. I should have played this earlier. Good fucking job on the game. Sir Spins-alot did spin a lot!

One of the last games I rate for this jam! Very cool entry, glad I got to play it at the end. I love that you have to let your momentum carry you through your spin double jump. It felt great.

The first level felt a bit too long though. The game gets 10 times better with the double jump. I feel like you could have skipped the entire first platforming section or made it shorter.

That being said the game was awesome, visuals great, gameplay great, level design great! Good job on the jam!

One of the last games I get to rate for this jam. I'm glad I got this recommended I though I wouldn't like ace attorney after seeing some gameplay online but this was great! Evidence you had to choose was clear and the story was funny. The camera movement + voice lines are perfect. Overall a great game.

I like to do some feedback for the reviews I give but since I've never played a game like this I wouldn't know what to change or fix to make it better. This was a very good experience. Good job!

Glad you had fun! What part do you think needs more work? I plan on polishing after the jam, feedback on what parts need redoing or polish would be very helpful.

A bernadetta enjoyer in the wild? And they make a great game? What a time to be alive!

Loved the visuals and the setting, having a cool guy give me beers every time I finished those silly minigames made me chuckle every time. The intro sequence adds so much to the game also. Very serious indeed. The browser version had some hickups during the intro but I had no problems during the actual gameplay.

I usually try to give some feedback but really there is nothing to say. I feel like this game acomplished all it was set up to do. I also have to respect the grind, on any other game that steam plug at the end would have been a big no-no but you made it work! Great job.

Very cool visuals and art direction, the gameplay was also simple and fun! I'm glad the combat just resets when you lose, no wasting time going through menus and dialogues... I would love to see the sprites for the characters without the screen filter, all of their designs look sick!

You have a sweet base to build a full fledged game is you put in one more week or so. You can also take it in so many directions. More combat stuff, upgrades for your beyblade, a bit more of story... I see a lot of potential.

I love the vibe for the game. Beyblades, anime and tournaments work so well together don't they? (I did basically the same thing as you did). Big props for having some narrative background for the gameplay! Most people just ignore the story of a game. Good job! 

The vibes were immaculate. Great art direction and entertaining gameplay!

Small issue, the main menu is interactable during the overlay screens, I clicked wanting to skip them and started clicking the main menu instead.

I'm more of a tea kinda guy but maybe I should try getting into coffe...

The visualization for the spin is very nice. I should have done that something similar for my game. It clearly showed the pivot and the progress and direction. Very cool.

Also I was hoping I could spin her around super fast in the end but it was just a cute animation... oh well. Very unique entry. Good job!

One question, does speed matter for charging up faster? I feel like the game just looked if I was spinning or not and added progress. 

Once you introduced the momentum aspect to the game it got 10 times better. I love movement systems that use momentum to clear platforming sections. It was a bit hard to control at times but overall it was enjoyable. The monke also made things better, good decision on the character.

The only thing is that the screen was fucked on browser. I could not go full screen and I believe the game was 1920x1080 so I could not see the entire screen as I was playing.

I specially liked the fall faster mechanic. Very smart to add it to the game, plays well with the system. Good job!

Cute art, and good effort for a solo dev. I can see a lot of work in here!

I would have liked to see a bit more depth on the minigames, maybe triming down one or two and putting the time in the remaining would help the experience. I tried all of them but couldn't beat any, the levels kept going forever. I had to reset the game to try the others. It was fun seeing different minigames on each arcade.

I can definitely see potential in the game with a bit more work put into it. Some sound, some more polish on the minigames and you would have a great game in your hands! Again, live if tough for solo devs, you did an amaizing job with this one!

GOD I would have love some "shlop shlop" and some "munch munch" and even some "woof woof"! 

Very addictive game, I got to like 2500 gold before forcing myself to quit. The animations are super simple but work perfectly. It was also fun to manage the dogs patience and hunger. Good job!

I think depleading food and making the player pay to refill it would have been a good addition, that way the types of food in each spot could change as the game progresses. Once I all plates full of food the game progression and difficulty platoed. Another thing I would add is an ending. Like at 1000 $ you get a cool animation of all the dogs happy and the game ends!

The game is awesome for a solo dev. Good job!

HAHAHAH I just saw the stream! Thats a crazy strat you used there. The drill for the zipline has a collider and you can bounce off it. You placed it perfectly so that your beyblade kept bouncing between the drill and the enemy, making a massive combo and oneshoting him! SO COOL TO SEE!

Thank you so much for the stream. Streams are the most useful feedback I can possibly get! Also super thankful that you read through all the dialogue, some people don't like reading that much so end up skipping most of it.

PS: The dad just works abroad, if you lose against the final boss the big sister explains it.

Cute game, I liked the jump and then rotate in the air sections. Its was fun when the game broke also I had like 5 dudes walking around before everything went black! The difficulty curve is well balanced and it doesn't get too complex by the end. Good job!

If I were to change one thing I would make the visual hints for the rotation controls a bit more clear. Something like this: 


Make them in a way that clearly show the player A: which key they have to press and B: the direction for the rotation. I feel like downward arrows are more easily understood since you can imagine them pushing against the ground, a very natural and intuitive action.

Other than that very nice and sweet game! I usually don't like platformers but this one was nice.

I really liked the music and sound effects for this one. The handling of the beyblade felt nice and once you get better parts you can start to do some fancy moves. I also like how you reated the modular sprite for the beyblade, very nice seeing the parts change color. I was planning on making some upgrades to my beyblade game after the jam and this is great inspiration!

I would have liked some more decisionmaking on the upgrades. I just took whatever had the highest rarity and beat the game in one go. But at the end of the day this is a one week project, what you did is already awesome. Another quick thing would be to understand better damage numbers, who is taking what damage and how much life does your enemy have. I had some trouble with that on my game I need to figure out how to do so I've been thinking about it. Still, being able to track the enemy health is very fun for 1v1 duels!

It's interesting to see a beyblade game with this level of polish go on a direction so different than mine. Definetly saving this one as reference for upgrading my beyblade game!

I'm sure countless people have already told you but this game looks gorgeous. Congrats on the art director for the game! The story and setting are also fun. I can't begin to imagine trying to manage a 80+ team so its super impresive the game came as good as it did!

I was curious about the spin mechanic for the game so I restarted to see if the roll was fixed and was a bit sad that it was, you sold the idea of randomness very well. I found that the first labyrinth was too long, I went up at the beggining and found myself going in circles for quite a while before getting to the first page of the contract. Maybe adding a second page or even a second path to the page could help. I kept going because the game looked so good but I was about to drop the game, I'm glad I didn't.

The climax for the game is awesome and works very well with the setup, also the art is super clean on that final section! Good job!

Very nice take on the spinning wheel. The game gave enough tools and strategy to make it skill based once you develop the heuristics for it!

I like to give some feedback on things to fix or change but I feel like your game is perfect as is. I would add some context around the game maybe, like where are you, why are you there and why are you spinning... Other than that I can't think of anything. Good job!

Damn... well the runs are not that long. I might try some more!

Very good incremental game. I really enjoyed reading the dialogues while the earth made money. Very good idea for an idle game, add some dialogue to distract players as they farm resources, very ingenious addition!

The length was also perfect for a jam. Got to the final upgrade and felt engaged all the way through (I usually hate this kind of game). I would have liked bigger sprites, they looked good but were a bit small on-screen.

Good job on the jam! The president was also very cute!

This president knows what she's doing!

Don't need to look any further. Our game has a silly story in it! Some people have complained it has too much text but I'm super happy with the writer’s job for the game. Hope you like it!

https://sc4rcha.itch.io/spin-2-win

Having a hitstop on the walls was a mistake ye. When I was developing the game I didn't think much of it but seeing people play it definetly bothers me a bit.

Also it sucks that happened! The issue comes from right clicking outside of the game screen in windowed mode and then left clicking in the menu that you've opened. I'm aware of the bug and it super sucks that I realized once the sumbissions closed... Oh well.

Just for you I show you the final screen:

The mc is actually at her syster's workplace and wants to play with her. At end you fight against her and then she buys you an icecream and go back home together.

Now that you say it I kinda of agree. Making it a second shorter or so would help with the game feel a bunch and it shouldn't affect balance and gameplay... Thank you for the feedback. Really really appreciate it!

What's this? a BASED kill la kill enjoyer?!?! Hell yeah!

Glad you liked it.

I was hyped for the yuri animation but it never came... I defeated the boss and the game kept going? Then I got killed by some of the green things afterwards. Is there a second boss or something I have to beat to get the animation?

I really like your style, very cute pixelart. The spin mechanic makes dealing damage super inconsistent and frustrating at times but my monkey brain keeps telling me to spin the fucking wheel so here we are... 30 minutes into your game spamming single the attack again and again. Tweaking loot tables depending on your level could really help you solve this issue, the first 2 encounters could only give good abilities for example, then back to the normal table. If you want to work a bit more adding a "STOP" option on the wheel to have more control over the result could also help!

 I like the idea, very simple and engaging combat system. I can see potential if you decide to keep working on it. This might be a 1 week jam game but with one more week of work you could have a very nice game on your page! Very good job, even more impressive as a solo dev.

Could you perhaps... upload that animation? Now I feel like I'm missing out! 

Just A+? Not S? I'll get you for that  >:)

Jokes aside, thank you so much for playing! Glad you liked it.

Some waifus, bright colors, over the top... you know the deal. If you have a game that looks cool and has some waifus in it ama play it

Drop an image of your waifu or husbando with your game link so I can judge you personally before playing your game! I'll give the best feedback I can in return.

Art direction is lovely for the game. I love the intro and the opening screen. The design for the mc is also fire. Got to the final boss 2 times but the player character bugged out both times and got stuck on the edge of the arena... I'll definitely go back and beat that fucker.

A couple of things I saw I think I could give feedback on. Super small improvements that should be SUPER easy to fix.

The intro can be skipped by mistake by trying to make the dialogue advance. Had to reload the game to see it properly (super cool intro btw love me some sick nephilim in my games)

The menu has the cursor for the combat to aim your yoyo and is a bit confusing since you navigate menus with your keyboard.

Now for something I didn't understand or maybe its broken. The super dash thingie only worked if I released when the tornado was just about to form. By the tutorial screen I understood that it should happen when the tornado finishes? Maybe I got confused. The tornado having a different control scheme than walking is fun and unique but it got me some time to understand. Maybe adding some visual queue like an arrow could work? You'll know better than me.

This feels a bit undercooked but don't get me wrong you were cooking with this one. KEEP COOKING! The game will come out great! (also first game I donwload since the pics looked so suck, I don't regret it) 

Girl that name for the easy mode is PERFECT for the game, works perfectly for the story! Some people seem to have trouble controlling the beyblade and making it spin fast enough at the beggining of the game, I'll definitely look into that.

Thanks for the comment, I'm writing down all the feedback I get for the post-jam update.

This game rocks! The visuals, sound and gameplay are all great, I specially like the mine effect. The game is unbalanced as fuck sometimes (I got a round with like 8 enemies or so) but it makes it kinda fun.

When you enter the game the mouse doesn't get locked by default on browser. You have to full screen your browser for it to work properly. I don't know how Godot handles these things since I'm a Unity dev but it should be a couple of lines of code and some setting changes. The game ran perfectly on browser so congrats on that!

Oh yeah! One more thing. I would have loved a first level against just one enemy and no random modifiers to get a feel for the game and controls.

Other than that awesome game! And bonus points for being a beyblade game (us beyblade devs have to stick together)

Hey glad you enjoyed it! Also is not your problem, I want the game to be playable by all skill levels so it's the game's fault.

I'm very interested in what you had the most trouble with so that I can work on fixing it. Was it aiming your Beyblade? Did the enemies did too much damage? Was it the mechanic where you have to spin at the beggining not clear? Even if its a short response I would love to know the thing you felt you had the most trouble with!

I love turn-based rpgs so this is right up my alley. The ability selection system is nice but a bit hard to operate, it was hard to understand how to discard cards or finish your turn. I really liked that some abilities used MP and other gave you MP, it lead to long combos if you played them in the right order.

I found a bug that breaks the game, if you talk with the first npc and you "Barter" with them the game breaks, something about a missing asset.

Impressive entry for a solo dev. Good job!

The design for the MC is fire! What can I say, I love office ladies with eye bags.  The spin mechanic also super cool the execution is fun and the payoff is also very nice. Love the change in sprite when you are spinning super fast (I wanted to do it for my game but gave up half way).

If I could add a single thing it would be a invulnerable state to the character when she does the dash or when she is getting into the elevator. Got killed multiple times trying to change levels or dashing against enemies. Was it hard to setup the procedural map generation? I feel like I would spend an entire day just to implement it (if I'm lucky and don't fuck up) it's very impressive. 

I would definetly put in a couple more days of work into the game you will end up with an excelent game!

Ok that makes that makes the game so much better! Should have read the description for the game... My bad. I like the russian roulette dynamic of hoping for a heal when you need it and then getting blown up by an explosive bullet!

The posing for the mc is awesome, I love her design. The spin the revolver mechanic also feels very good to execute and its super unique! You landed on a very fun and unique gameplay idea. I would have loved to see a system with different mechanics supporting the random roll of the revolver drum.

I'm also curious about the intent behind the healing bullets. I understand they just heal enemies, which is kinda bad when you are trying to kill them. Are they broken or are they meant to be a "bad roll" on the revolver?

The game was awesome and its very nice that you added a save state to the game. I wanted to test some things to write this comment and having my progress saved was a good surprise (extra points on the rating for that!)

https://sc4rcha.itch.io/spin-2-win
Kill la kill with beyblades! Hope you like it!

I'll have to change the thumbnail to something more trustworthy then hahahah. Thank you for playing!

After going through the honse trilogy and playing Honse 3 again changed everything! All the build up was worth it. The way you saw evil honse winning you in Honse! and the training arc in the water in Sea Honse... Such a tragic ending. I'll be waiting for Honse 4 the redemtion of the Honse.

Sheesh! That sucks! I managed to fix it in full screen but if you play in windowed it can happen. I'll change it so it autoplays in full screen. Didn't think of that... Thanks for the feedback.

And yeah, that was the vibe we were gonig for. Glad it worked!