Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Zouzs

90
Posts
5
Followers
1
Following
A member registered Dec 15, 2025 · View creator page →

Creator of

Recent community posts

AWWW, thx!!! We are very very happy about the placements. This is my 2nd game, Tastic first AND our first jam ever. SO WE WERE NOT REALLY SURE WHAT TO EXPECT.

It was a great experience, It's really not something we are used to, usually our hobbies take way longer to pay off, and this Jam was full of feedback and nice community interactions. <3

Congrats for being in the top 50 overall games!:DDD

Love it <3

(1 edit)

The game is incredible cursed LOL buuuut it's surprisingly very fun! and way deeper than what it seems at first glance.

We'll consider auctioning one.

Not quite sure what this game was about but it rocked.

Very cohesive experience, I liked it! Visuals were great, the game core was fun and it was not particularly long, which imo in jams is a good thing. I consider it a must-play even outside of the jam context :D

To pinpoint anything that I think could be improved, I think the game could benefit from fewer upgrades that are more meaningful. Like, for example, the spin control had so many tiers and each one was barely noticeable. The spin damage was well balanced imo, 8 tiers but each one felt meaningful. I also think the game could've really used some type of coin magnet mechanic, it was incredibly FOMO-provoking to lose all those coins lol

Extremely polished! Honestly, the game feels flawless. The gameplay itself was not my cup of tea coffee, but that's just a personal preference. I can totally see the appeal, and I loved how informative it actually was. I'm a bit of a coffee nerd so I might give it a deeper try eventually

All the character design is incredibly well made too. The texturing, shading, writing, ahem mesh.

It's still very much a prototype, but I gotta say I liked the speed feel and the physics when launching off a ramp. Also, I really liked the aesthetic. It's not quite Frutiger Aero, but it gave me vibes.

As for feedback, it's quite tricky. I don't think the game does anything particularly wrong, but it lacks a lot of things, which I can understand it was because of the lack of time.

The concept is really great! But I feel the execution is not quite there yet.

I liked that it was a very refreshing take on a rhythm game. My biggest complaint was already mentioned and it's the fact that you can't preview the changing note. More than that, I think polish would do wonders, but I can understand the jam's inherent time constraints.

(1 edit)

Love the visuals! The gameloop is fun enough. I do have a problem and it's the fact that I think the jam theme doesn't add much to the game, it could've worked arguably better without it, actually.

Took me awkwardly long to realize lol

I think this game suffered a lot from a scope problem. While the intro was great, the game itself was very rough. All considered, the intro was indeed VERY good lol, so at least there's that. It has its pros and cons.

(1 edit)

I was going to rate this lower (I liked it as a concept but I felt it was not a game yet.) but at the last moment I figured it out! The parry swing is also animation based, you must sync the animation with the parry swing to stun. This allowed me to be able to go further and see the rogue like aspects of the game

It was fun! The animation and gameloop works, hoping to see it finished someday! <3

(1 edit)

Spinerilla by Zouzs, tasticc

I think Spinerilla hit's the family friendly game mark :D It's a funny comedy ballerina game. A short but hopefully rememberful experience. We actually used flash games that we used to play as kids as the inspiration. <3

+99999 points for noticing the menu bounce!!!!!!!!!!

Any chance this is the dev cat?

Not totally sure it fits the incremental genre??? IN ANY CASE, what a great experience was!

I was, ngl, a bit skeptical because the game is kinda complicated to get. You did an amazing job with the tutorial, so I'm not really sure how it could be improved? Maybe making a forced tutorial but not so invasive? Not sure.

It took me like 6 rounds fo sheer luck winning to finally get what was going on, and it was so much fun after that!

I'd have liked an ending but that's just my personal preference:D

LOVE IT. The theme was SUPER SMART, and you got me a grown ass man pretending to be a DJ because hand placement makes you indeed feel like a DJ LOL, that was so clever.

I REALLY liked the concept of spinning directions for a rythm game, sadly in the practice, you can pretty much skip it all by just wiggling the mouse. Though I did achieve only rank D, so I'm assuming direction does matter for score.

And just for being picky, I can agree that perhaps a more breathing room to see the tutorial would had worked better! The tutorial itself is well explained buuut, as it appears just once the game start, reading it while you are already failing, even if there is no stakes, is a bit frustrating. (just a bit)

Consider a full post-jam release!! I'd love to see more!

Thxx!!!!!:D

Thx!!!:D

We had a couple of ideas once the theme was announced, and even though Spinerilla was a bit modest, we liked the balance between the jam theme, flexibility, and the chance to create a well-rounded experience! Glad to know you liked it :D

Thx!! <3

Thx for your time!! <3

Doing it in a trackpad is a total flex lol, ngl it was not considered in our testing, so I'm just glad to know it was enjoyable!:D

THX!!!!

It is indeed easy to get baffled at how short the experience can get, especially after this very long week that we took -no pun intended- too serious! But yeah, in the end we always prioritized experience over length and it's very rewarding to see it acknowledged. <3

Thx for the comments! <3

We did deliberately saved that one reaction for the last. LOL

Thx a lot:DD

we do have a perfectionist vein, as the creators it's easily to see the flaws and think of all the things we could had done better, so it's very refreshing and motivating to receive so much positive feedback:D

THX!!

Little fun fact, there were fireworks that synced so funnily on the surprised face reaction, but they nuked the web version performance so bad that we had to remove them. BUT IT WAS EVEN MORE -too serious-

This comment is pure dev fanservice.

THX A LOT, means a lot really!!

Thx!!! It was indeed my our main goal, so it's very rewarding for it to be noted:D!

Thx for your time:D

Thx for playing!!!:D

Also 1.0 is kinda the Director's cut and the original vision of the game mweheh, so very cool you could beat it, it was indeed VERY challenging. Dev-Breaker while theorically possible is more of "WHY NOT" game mode, as stated, not even myself could beat it, SO, i gotta trust it's possible. LOL

THXX!!!

I AGREE about the 3d part, as it was our first jam we had this, CONTROVERSIAL, idea of leaving the game screen for last. SO it was indeed the last one to be integrated into the art style. A shader and redesigning the model textures were intended, but ultimately we ran out of time.

And YEAH, the left and right mouse movement is kind of a side effect of how I originally coded the point system. After some feedback, I decided to make the points hitboxes bigger, which led to that interaction. It hurts my inner perfectionism but it was, at least, a thought-out trade-off.

What kind of black magic is this??? How did you guys manage to make such a perfectly condensed game!?

It was perfect! :D Great concept, great execution, great art, great music and it was perfectly long! Not too short, not too long. (Also that must have been hell to code! lol)

If I had to pinpoint something, I guess the spins often don't follow the player's intent. But that's being REALLY picky. CONGRATS, WISHING U THE BEST.

ALSO, this have LOTS of potential for a full game!!

Thx! <3

It means a lot!!

I liked the setting and the concept overall, I do think the execution is a bit harsh. It has too much dialogue (Shouldn't be bad itself, but in a Jam people is biased to play LOTS of game, and suddenly having to read so much to understand generates friction, which is not wanted for a Jam.)

I liked the sound effects and the polish of the first person movement though sadly the gun effects were not as satisfying. I think the biggest "sin" of this game, is the gun being too weak at the start or maybe that there is too much enemies? They were so many and they needed too much shoots even at x4. For being the core loop I think a safer bet would  had beem to make it the priority in development:D

I can't think of anything new to say that has not been said yet!

First of all, the game strengths are clear. Visuals and sounds are really really peak. Not just good but outstanding. Everything about it! Sound effects, music, animation, pixel art, UI, coherence (though some things did mismatch like the notes themselves.)

The gameplay, well, I had a similar experience. It was not a great experience to play in itself, though I was determined to finish it because the game as an overall experience is cool enough! To give a new perspective, I don't think the problem is in it being simple; I think the main problem is that it generates A LOT of friction to the player. In my case, I really wanted to play and just see what would happen, and the game was not only discouraging, but I felt actively pushed away; that was IMO a design flaw, not a technical one. The first maze was really hostile for the player and discouraging, and to open up the second act with another maze felt a bit overwhelming. The zombie minigame was not particularly memorable BUT it was way better as it was complemented with a non-frictional gameplay that let you focus on the art and music. (While I was playing, a zombie got bugged in the spawn. I noticed that after a while it despawned, I appreciated that, it was a nice touch.)

I liked the last game too, it felt high stakes and it made me sweat over having to think under pressure during the "riddles."

Great experience, you guys did an amazing job. Though some might be biased in thinking so many devs could have made a perfect game, I suspect it is quite the opposite, and while surely a funny experiment, I can imagine the pure chaos!

the wrist pain this jam is giving the judges... XD

Nice all around game! I appreciate the UI being so clean, the graphics might be simple but they have really good taste. I agree the game is a bit confusing at first, even if the tutorial is detailed I think the confusion might come from the lack of physical feedback.

Liked the result a lot honestly, it does give the feeling of a hard-handling spaceship steering wheel fantasy!

For the game to be so simple the truth is, it was fun!

I did think it was a bit too long? longer 1 boss only would had slap for a Jam!

There is also a bug where you can spam attack! It was useful to check out if the ending had something added, but I suppose the bug was not intended to be.

Redoing my OG comment here in the Jam section:D (also i forgot to rate, this was my first game and didn't know how Itch.io jam rating worked)

"Lol,  had some chuckles with some of the pc messages, though i wasn't so sure if red or green did anything at all, did tried to sort them lol.

Apprecciate the how to play tab, i was indeed a bit confused on what were all the bars.

Overall a very nice experience, had a great time. "U r win":D"

I'd like to emphasize the fact that it was really, really promising! :D The concept of the weapon, the character, the aesthetic, and the modifiers.

That said, I don't know what your situation or time constraints might be, but I really hope you keep working on it!