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TonyHauf

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A member registered Mar 19, 2022 · View creator page →

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Lol, I want this conversation to continue until we reach to 100.000 citizens xD

Yes you are right about this being a music problem (why does this sounded like AI lol). I know a few websites that have fan-made midi files for some musics at least.
If ya want I could do some searching and return to you the midi files I found?

 Hum.... I might have played more time...

Hey Ezio, the work and love you've put in this game is insane! Thank you for that. Only downside is that we don't actually play the notes, they are pre-recorded. Which just does't feel as great as the original game. Are you planning to fix it in the next update? I am a Godot dev so I could always help you with that if its too much work for you.

Goberto said he was the best for fighting terrible beasts, so I sent him fight a goose, AND HE LOST.

Love it, 10/10 game.
Goberto is now my favourite character.

Here is my discord if you want to help me setup that:
toyuu.peut_etre

Oh cool, we could even all make our own game with that mechanic and share it!
Like a "Storytwister" game jam lol.

I would help for free of course. I just genuinely like the game.

If you ever want to make a full version (please do), I would love to help you either as a playtester or wathever help you need in, as this is clearly my type of games .

In a game about doing grammatically correct sentences, this comment hurts badly.

I did a modest score of 9.2e18

Not too bad I guess O_O xD

By the way, here is my tierlist (ranked from how interesting and enjoyable it was):

PS: The alien deserved B tier, BUT I HATE HIM.

This game is actually amazing! In my opinion it REALLY should've won the jam easily. I cannot understand this game not being first in every category??? To me this is injustice.

It's honestly one of my favourite game of all times.
I just, want to play it again and again, forever.

Thank you very much for the kind words! I put all my energy of that week into this game!

Thanks for playing! And happy unfair gold rush lol.

Oh my god xD
Please never gamble in real life, your luck is real bad lol.

Thanks for playing, hope you enjoyed it as much I enjoyed making it ^^

I see, thanks, perhaps you could explain about the pause menu in the tutorial level ?
As for the grass I don't think you "took it too far", its just not logical for the player to be slowed down even after exiting the grass, that's why it felt like a bug, an idea to fix that while keeping the same difficulty would be to add "mud" areas, in which the player is slowed down if he goes into them, just like in grass, but the mud is still on the wheel after, so it take some time to speed up again. Idk, just an idea.

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Phew, I managed to win all gold stars! Omg that was challenging. Honestly the best game I played in this jam, I had so much fun! Please continue it, I want to play more!

Here are some things I noticed:
A retry button is clearly a must-have (like pressing R for 3 seconds to reset the level).
There is a (bug?), where at some places I could't get speed anymore for a period of time after touching grass/a wall.

If you make it a full game, please take me as a playtester while you are in development!
I would love to help with game design feedback and such ^^

Nice little game! Reminded me of Donut County, good job.
If you wish to improve it, here are some very simple tricks to make it 10 times better:

  • Add a random value (in a range) to the spinning speed of the objects around the tornado, this alone will make the animation look way better and polished.
  • The camera should dezoom way more as the tornado grows, as its currently too close to the tornado, which create a weird effect as it grows, in fact it should be very clear when the tornado "gain a level", maybe by suddenly dezooming the camera.
  • Adding a tornado SFX could be a plus, but if you add one, make it get louder as the tornado grow to better sell the effect! Or perhaps having different levels of tornado SFX would be cleaner.

My highscore is 161 😅

I am so bad at platforming... but I did enjoyed your game!
It made me think on how to make specific jumps possible, almost as if the mechanics were hidden, which I really enjoyed.

Everything except your time xD
Anyways, thanks for playing ;)

Thanks! I'm really glad to hear you liked it ^^

Yeah I basically went with my one of my first ideas as I really liked it even though its not very original xD
Oh yeah you are right with the ability to skip the spin, I actually added it as a dev tool and did't though players would want it too lol.

I like the chicken idea lol, but I don't think I have time for it as I have to fix plenty of bugs and the jam ends soon.
But I keep the idea for future updates!

Thank you 🖤
Is there anything you didn't like or that could be improved?

Spin to Wheel by TonyHauf

Please give me feedback on my game, any kind of feedback is highly appreciated!

You need to grab the Juniper just behind Juniper Hill. It's an overpowered item that's quite useful for beating Bowser, but of course ineffective against Junibowser.

Thank you for creating Poppa 😉

If you're planning to continue developing the game, I'd be happy to playtest your builds and provide detailed reports on any game design flaws and potential improvements. That's part of my job as a game designer!

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Very interesting and creative game! I was impressed by the amount of very unique mechanics!

However, I did spot several issues that you could address if you plan on finishing the game. The major issues were:

  • There are some visual glitches in the character animations, which are probably unwanted and easy to fix.


  • When shooting a cursed shot, it is confusing because the shot is not clearly visible. I would strongly recommend making all the bullets 3 or 4 times bigger and giving the cursed ones a purple colour.


  • Also, make the player and the affected object both blink purple when cursed to make it more 'curse'-like and intuitive.


  • The text prompting the player to restart the level should be more visible (bigger text).

There are many more fixes, improvements and game design tips that I could have told you about, but I didn't wanted to upload a wall of text (though I kinda did it, lol).

Yes, here is my discord: toyuu.peut_etre

Amazing!

If you plan on continuing this game, let me know, as I would love to test each build to provide detailed feedback and game design suggestions!

No problem!
I sometimes do more detailed feedback passes where I play through a build and write everything down in a structured report. If you'd ever like that kind of feedback, just let me know ^^

The graphics are amazing and it's certainly a unique game!

However, there is a big lack of explanation. A tutorial would be great, but I think there is a better solution in this game: it's actually three things.

1. Make the text easier to read. The glow and other screen effects made the text really hard to read.

2. Make the shooting UI easier to read (visually, I mean). For example, don't show '0/x shards', but instead make the purple squares bigger, as they show the same information without using text. This alone would make the UI clearer.

3. Also, when drawing the shoot, don't make it shoot automatically when all shards are in use, as this reduces clarity. It would also improve UI readability to animate the purple squares when all shards are used (so any new player would see it and realise that they have reached a limit).

These three changes would make the game much more accessible to new players.

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I enjoyed the concept, but some of the earlier levels were a bit hard. The game would benefit from an easier progression curve at the beginning.

Another thing I would recommend fixing ASAP:
Using the Escape key to reset is not ideal for a browser game, as it's also used to close the full-screen view in a browser.

Using the 'R' key would make more sense.

Overall, though, it's very well made ^^

Yeah, that's my point. I place my pegs thinking "ok so when the ball hit this one, then it will hit this other one, so if I place one here it will be hit after that". But I end up loosing quickly thinking like that because the ball movements are very hard to predict, so perhaps I should just place pegs based on what they do and not trying to place them for the ball to hit them in a row.

I found it really annoying not knowing where the ball would bounce when placing pegs, perhaps I was not playing it the way its intended, maybe its intended to just choose the best pegs and not think about how the ball will act... Idk.

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I went the easy route for the last level,
I just created an army of Mark 🤣

Dear Chloe,

Thank you for your advice; I'll keep it in mind going forward.

This post is the most serious post of all itch.io, and the world probably.
Also, who want to team up?

My discord: tony.peut_etre

Seriously,
Tony