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Zombonhem

32
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2
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A member registered Mar 02, 2026 · View creator page →

Creator of

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My only real nitpick is that I wished we could see more of the aesthetic you used for the title screen. Otherwise a really good submission!

I'm annoyed I didn't give this game a chance sooner this is brilliant!

This game has a lot of potential! I would love to see a full version of this someday! Keep it up.

It's unfair this hasn't got that many rates. I really liked the visuals, as well as the way you implemented using cards from the shop to help increase your odds of meeting quota. The ending also caught me by surprise!

Keep up the good work!

I've got to agree with Mishy here. maybe if, after each spin you get a random assortment of chips you have to use or could choose between, like in a roguelike, it would make the game more interesting. This is a good starting point for a game though, it has a lot of cool potential.

This is a really cool mechanic you implemented, with how the environment changes in order to progress. It's always been something I admire in games. Although, I'm a bit stuck. I got past the first two rivers to find that object on the ground that I assume lights up torches, but I don't know to actually use it, because nothing lights up when I'm near it, and no amount of pressing keys or clicking helps. I'm sorry I couldn't get any further, the game looks really good though.

The gameplay is good, but the enemy attacks way too quickly in my opinion, and as a result the fight becomes really overwhelming and difficult.

What an absolute work of art.

I'm glad you thought my game had good level design. I took inspiration from Rayman Legends world 4, where it introduces many mechanics in their own environments before culminating them all together in a more tense area. I definitely agree that the game is a bit too easy, but I was afraid of making it accidentally unfair and difficult (something I have struggled with before). Thank you for the feedback!

Thank you for playing my game! Not sure what the drawbacks could be, maybe have thin platforms that the player could fall off of, but it's a cool thought of letting the player risk spinning around. I'll keep that in mind.

I might extend the game to have more areas inside the watchtower, but it could be a while. I'm glad you enjoyed my submission, though.

I like the artstyle in this game. Reminds me of shovel knight a bit.

One thing I'll say is that the platforms in the grasslands seem very spontaneous and don't really fit into the environment. Perhaps adding background tiles such as rocks or dirt that connect them together or make them stand out could help.

I decided for fun to get one of every hamster and put them all in the spinning machine at once. Let's just say my computer struggled to handle it.

This isn't a criticism by the way, I just thought it was funny.

I've tried playing this submission, but once I get through the red wall thing, nothing happens and if I try to continue going right I either die and restart, or I fall out of the world.

I think this concept has a lot of potential, however the levels are insanely hard in my opinion. I could just be bad at multitasking, but the obstacles give you very little room for error.

I think if this game had a couple of easier levels to ease players into the gimmick, it would be a lot more accessible for new players. Otherwise I like the idea, as well as the art and music. The tutorial also does a very good job at explaining the mechanics.

I liked the atmosphere in this game. The music is very soothing and the mechanics lead to some interesting setups. One thing I'll say is that the rocket's physics aren't very consistent and lead to a few annoying restarts in some levels.

Me when the room spins


I liked the cryptic nature of this game, though I think some aspects could have served more of a purpose, such as Zilla or the pentagrams on the floor.

Thank you for watching my walkthrough. I'm happy you liked it. I was debating on adding a face to the boss, but I thought not giving it one would make the fight a bit more tense, and on the slight off chance I could get at least score one out of five serious points.

That was insanity and I loved every second of it.

Very short, but it was very charming as well. I think there could have been more events that could have happened in the bar depending on what you spin e.g guests have a different reaction to poison or lava. I also think there could have been some sort of description that could describe what happens when you land on something e.g if you land on the circular arrow, the description says "you get a second spin" or something. Otherwise I liked it.

I played about 5 rounds of your game, so take this review with a pinch of salt as there may be some features I'm missing or aren't too familiar with.

I like the main mechanic you have implemented here. It wasn't too complicated, which made it easy to pick up and get used to, while also having enough going on to make it interesting. The epiphany I felt each time I noticed a combination that worked, before going on to use it and score big always felt very satisfying. The sound effects suit the game very well, although the MULT sound effect does sound slightly like you're being penalising even though it's a good thing. I also like the visuals. They don't overwhelm the player at all while still looking pleasant. The background reminds me of Earthbound. I don't know if it's intentional, but I like it.

One piece of advice I have is to shorten the game. Again, I've only played 5 rounds, but I was only ever able to get up to 14 kings maximum out of 52, and always lost at the level where you need to score 256,000. I think maybe reducing the cost of the cards or increasing the money you get for each card left in the deck would help to make beating the game more manageable. Although, maybe you want this game to feel more tense when you get further towards the end, in which maybe you could ignore that criticism.

I also think the card on the top left that explains the mechanics at the start could have been a bit bigger (or at least the text beneath), otherwise players could accidentally miss what it has to say completely.

Other than that, this is a very good game. I'll definitely come back to playing this to see if I can get any further. Keep it up!

If you want to play my submission, here it is.

https://furiouswoodpecker.itch.io/tale-of-the-spinning-snail

Thank you! The loop went through many iterations and had to be nerfed significantly because it was ridiculously hard at first.

I found this to be very enjoyable, however I think the items could have been explained a bit more in the shop menu.

(1 edit)

I think I found out why that's happening. The option to put items in the hole was added later as a way to make the game easier, and I think I just forgot to update that item slot after the cell inspection. Thank you for pointing that out. I'll make sure to update after the voting has finished.

Hello. I'm trying to run the game, but an error message is popping up saying the .pck file is missing? I'm trying to run it on a windows computer, so that could be why I can't open it, but I just want to make sure. The game looks really cool from the screenshots though.

Thank you. I've been wanting to make games for a long time and this was a brilliant opportunity. I'm glad you liked it.

Thank you for the feedback. I'll see if I can recreate that scenario of the items being in your inventory after they were confiscated.

I like how this is two games in one: a platformer and a telltale-like game. Both of them work well to tell the story together. I also really enjoyed the music!

I really like click-based or text-based adventure games, so this submission was really enjoyable for me. The backtracking is implemented well in my opinion -  the fetch quests don't last long enough for them to get tedious, which is really good. My only real complaint is that the section with the moving platforms goes on for a bit too long, and could get shortened to 5 or 6 platforms maybe. Other than that, this was really good!

Thank you so much for taking the time to play this! I was very concerned about the game being too easy when coming to the end of making it (I had made several nerfs because it was initially borderline impossible), so I'm glad you found it to be a good challenge. This comment has made my day, thank you!

I'm glad you liked the art style I went for, even though I made it intentionally ridiculous and minimalistic.

I liked a lot of this submission! Especially the humour. I think the sensitivity of the mouse in the first-person sections could be increased, and it would be nice to be able to reset to the first bit before the title screen (though that last part is a minor nitpick).