Funny little game! I wish there was an endless mode as I don't see why there's a maximum score, and I believe there should be a speed limit on the vinyl, as I just held a, and spun at insane speeds and could just spam space, which also could be solved by penalizing the player for spamming space by lowering their score, or putting them on a cooldown. maybe instead of holding either buttons to spin, the vinyl could always be spinning and you could press either a or d to make it go slower or faster, respectively. The art was cute and the music was very nice! There's a lot that can be done from this, like having multiple characters appearing at once, or having old ones reactivate after a while, as if the toy got cranked and moves again!
IcyZ1ne
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Fun game! Loved the powerups and how op they are, though i'd have liked if there was some indicator as to where they spawn, as I wandered the map for a while trying to find them. I also would have liked some amount of invincibility after getting hit, cause I died due to trying to ram through a crowd of enemies and instantly getting all my rpm deleted. The upgrades were nice but I couldn't tell when the next one was gonna come. And some cooldown bar somewhere on the screen would have been nice for the ram instead of just looking at the aiming arrow to see if its pulsating or not. The audio is superb and I especially liked the combo sound, and the art is pretty good too, but I think you should add an option to remove the CRT effect from the screen, as it strains my eyes and makes the game less readable for me. Overall very solid entry, a bit of polish and I'd love to play more!
Wow ! for a foddian game, the controls were extremely nice! the variable jump height is PERFECT for how the game functions, the respawn mechanic is at the same time my saviour and my biggest enemy, but the difficulty is brutal! I have gotten pretty far I'd say, but once I fell to nearly the start of the game, I had to call it quits due to time spent. the sprint was very useful too, but the one thing that has annoyed me (and i dont think is intended to) is the fact that when I land on an angled surface the character will, naturally, tend to wobble around, and due to the fact that the controls seem to be connected to my angle, if I land on a platform, but my character leans a little too far in the back, will cycle right off of it! I don't know if there is any way for you guys to get around this with the current control scheme. Regardless, I had a lot of fun!

Really interesting game! Sadly I don't know what I picked up or what happened to my run, but I got to this point where there were numbers on my bullets and I kept shooting the boss and all it looked like was that my bullets healed him instead of dealing damage. It might also have to do with the fact that I bought some items by accident since when the round ends and im still clicking to shoot enemies, the game doesn't wait for the transition to end, so I end up clicking items in the shop before I can even see them; as for the bullets, maybe there was some mechanic I skipped over in the tutorial? (since it dragged on for so long I just skipped it, since I thought the game was rather self explanatory).
I also find it really punishing that the red / blood bullets don't even shoot out a projectile, they just damage you and help in no way. I understand that they are supposed to be bad for you, but the fact there is a timer during each round means you don't really have the time to spare to look at your chamber and spin it to miss them, and I was already taking damage from enemies hitting me since instead of looking at them I was looking at my chamber trying to dodge the bad bullets. there is an opportunity for the player to play it risky and use the bullets that actively harm them. I also think the enemies shouldn't be falling from the sky as a spawning animation, as that also threw me off a lot since they are fully visible and I thought they were already spawned in, so I ended up shooting them as well, wasting time.
Halfway through the rounds I just gave up looking at the chamber and spinning it since the damage I took from the bad bullets wasn't as high as the damage from the enemies hitting me and killing them healed me so I just put all my focus on actually shooting the enemies, and I could mostly ignore the bad bullets after a while since I bought plenty of normal ones that made the bad bullet's chance much lower than at the start.
There's a lot of potential in future updates to this game, I hope you'll keep working on it!
Really well done fnaf-like game! the aesthetic is really unique and I enjoyed the challenge, the fact it raises the stakes as you go further is also a really nice design choice. One thing I'd have liked is for the sides of the screen to show the next shape, as while the circle spins, the shapes are very distorted and it tripped me up for a bit until I learned them.
I loved cranking it in this game! really fun implementation. I wish it was properly explained that if I crank the main wheel slowly it doesnt heat up as much and can squeeze out more energy, as at first i was spinning as fast as possible hoping it generated more energy, but I figured out later it does not work like that. Some additional little minigames like the paper shredding would have also been nice! and is there any point to signing the papers?
Funny game! I liked the audio design and the combo meter, but I wish the controls were changed, instead of having to press A and D a bunch, just holding it down would have been nicer, I also think a top down camera would have worked better, as I got stuck a few times and couldnt see how to get myself out. I also think the player character needs more weight as I had trouble passing through props that have fallen over and blocked the rest of the level.
really cool aesthetics! I enjoyed the mystery, but I could not solve it to the end, as when you get to the screen(s) where you have to say what you are noticing, I tried so many words and could not figure out which it is to inspect the items in the room, some kind of clue would be helpful. Like is it case sensitive, one word, so on and so forth. Also the fact that you can die for revisiting the past too many times feels like cheap tension, or at least I don't see the point of having such a limit. I can't wait for the next parts though!
Really fun concept, kind of incremental but also requires a lot of moving parts so youre never sitting around waiting! its really annoying that you can lose instantly by buying an upgrade that sets you to 0 power, which also makes you lose the game, a warning or something would be nice. Otherwise I had a lot of fun polluting the world!
Wow, this was actually a ton of fun! I had to try more than once since I thought I had to kill all hogs, but there is not enough ammo for them all, so I had to choose my battles. Honestly the only things I want to see updated are for the game to take an even darker tone (both visually and literally), and for there to be some kind of way to attack in melee or at least push back enemies, since I got cornered twice and instantly died with no way out.
Cute little game! I think the cat is wayyy too slow for how quickly the vinyl speeds up, I can't get past score 40 and moving around to get treats is really hard. I'd have also liked if instead of the short loop that is currently playing, there'd be some classic music playing as if it was coming from the vinyl, and maybe flying off would play a record scratch sound!
My personal winner of the jam. I have been playing for an hour and I don't want to stop any time soon. This game is done so well, the mechanics are well thought out, the visuals are gorgeous, the music and sounds are satisfying, just take my damn money. I really hope you will continue this project as it holds much potential!
Here is my list of things I want for a future update:
-Change the price tag system so that instead of having it appear like it does currently, its part of the description of the item so I can read AND buy the item if I want to, instead of having to click twice to buy and lose access to the description.
-In the boxes upgrade screen, I would like to be able to hover over the given selection of numbers to see what the current effect(s) on it are, instead of just memorising the colors. Also, some effects are permanent, like making the number permanently larger, and it is not conveyed at all, as initially I thought its an effect like the reroll one for example. Additionally, some upgrades don't even require you to have a number selected (the payout ones), which was also not mentioned. I thought you always had to choose a number, perhaps they could go in another screen?
-An UI speed up option would be nice, since after a while all the VFX were just too slow for how fast I was blitzing through rounds, same for buying items.
-Same way we add effects to numbers, I'd like effects for gears. Or if its too hard to balance, some way of getting a few extra slots for gears would be nice. (P.S. super nova is OP, the best thing to do is farm until you can buy it then blitz through the rounds)
-I assume the order of the gears matters, but im pretty sure this is not mentioned in the tutorial.
Also the background is funny since it goes back and forth when looping. I can't wait to see what you have in store next! Good job!
Really fun puzzler! I haven't understood the height system until quite late, and I wish there was a way to tell exactly how high a tile is, since the game mentions some tiles like height 5 or whatever, but I can't know for sure at what height any one is.
I'd also have liked to be able to see upcoming tiles, so I can plan my next move better, and to have the tiles that allow you to expand the isle as separate chunks, as in lets say every 10-20 points you get 3 tiles which are purely expansion, instead of having them mixed with other normal tiles.
It would also be nice to rotate the camera so I can get a nice picture of my city, along with maybe weather effects :). Also, an in game wiki or something to show me all possible tile types would be nice, as well as letting me be able to learn them at my own pace.
Some limits for the camera and animations for tiles as well as the sea would also look amazing!
And lastly, I think this game could be further developed to be level based, like each one asking you to reach a certain amount of score, with different starting island sizes and different pools of tiles that you can get. There's lots of possibilities with this game, and I hope you will expand it further post-jam as it clearly holds a lot of potential!
I was expecting this to be a joke on the souls like games, what I got instead was a shockingly fun combat system with rpg elements and weapons and bosses and oh my god just take my money and finish this! Jokes aside, I felt like the wheel was rather unwieldy, and while im sure this was part of the experience, it annoyed me as I was fighting it more than I was the enemies, especially since the first weapon you get is RIDICULOUSLY small; PLEASE make it larger, its so damn hard to hit anything with that dinky little dagger when your wheel is so large and since its so light you spin so fast you almost never hit the target. Once I got further and got bigger weapons the issue solved itself.
This game made me think of jump king quest, and I am seriously interested in a more refined and updated version in the future, as this was a lot of fun!
Fun game! The art is really cute and the mechanic is interesting, although the controls are definitely not there yet. I have to let go of a direction key to go in the other direction, aiming is really finicky, I also often clipped into the floors / ceilings, and I really disliked that after throwing the boomerang even if I had movement keys held down I stood still until I stopped holding down and pressed again. I really like the idea that youre going for but there's too much friction in just controlling the character itself. I really want to return to this one post-jam and to see this all cleared up as its such a cool concept!
Wow, this game is AWESOME! The art is SO good, the UI is amazing and the audio is good! I wish the burglars had a slight outline, as they are a bit hard to see on the dark-ish background for me. My highest combo is 40 :) (P.S. I didn't read the description just saw the thumbnail and thought I had to punch grannies so on my first run I went straight into one)
Really fun game! The visuals are great, and the audio is super funny! From the tutorial I had understood there's a timer for the customer's order to run out, but I sat around for a bit and found out that in fact there isn't but I would have liked if there was. I also would love to see a score counter somewhere, and maybe getting score for doing tricks midair with the food. There's a lot of possibilities with this idea, so I hope to see future updates!
Wow, this has to be the most high quality entry of them all! the audio and visuals are top notch! After a while I wish I could have skipped the narrator though as them talking interrupts a little too often for my taste. Otherwise, the game is perfect! I loved the fact we can customize our little goober as well.
WOW! What an entry! I had so much fun playing this and I hope you will make more! I would give my feedback but I can see that someone has already made every point I wanted to make, namely:
Ability to switch between characters in combat
Max movement distance indicator
Ability to move around camera to scan the arena
Additionaly, I would mention you should add damage numbers, and health bars or a stat sheet when hovering over an enemy. And lastly, MORE CONTENT! I want to play more of whatever you have in store! the art is beautiful, the fact that you do almost every interaction with the crank on the right and the sounds are nice and crunchy.
Fun incremental! I wish there was more audio, and a bit more guidance as to what upgrade I need next, but after a while I got through it. Can't say much else as I understand this game was made in a very short amount of time, but it could stand to gain from more gameplay elements overall, like a rebirth mechanic!
Amazing entry! I know nothing about coffee but I feel after being berated for like 30 times that I've come out knowing SOMETHING. I found it very hard to get a good coffee done, but I am sure that's part of the challenge. The visuals and audio are STUNNING, and I found myself replaying the game way more than I intended as I REALLY wanted to get that perfect brew. i haven't been able to, but I can say I had fun trying! Also, I haven't figured out how much spinning to cool it off matters, if at all.
Sweet game! I loved so much the fact that its noted on the charge bar when we go over 360 degrees, it helped a lot for hitting what slices I wanted!
The game's difficulty was pretty high for only having 20 max health, the final boss dealing 15 damage meant I could not survive more than one hit unless I got shields every turn (which I did not).
I also think the visuals could be more responsive, I don't like how slowly the health ticks down, and once it does, the enemy just flops over, some visual flair would go a long way there, like an impact effect for when Boby hits the enemy with their stick, and vice versa.
Also, the labels don't update in the shop, so I can't see my new gold balance; and I didn't even realize at first that the shop was selling wheel parts, and not like healing services.
I also would have liked if the wheel was explained a little bit more in depth: how does it choose to change to what slice, is it all just equally random chance from the pool of slices you have available? and being able to see WHAT slices I do have would be useful, along with a shop service to delete them. Some permanent upgrades like more max HP and upgrading slices would also be very nice to see!
The art is some of my favourite, and I can see this game updated to be a complete product for sure! Very solid entry!
Cool game! I love these types of dodging games, especially since they are not often done! the character design is amazing, and I wish there was more sounds than just music. I also haven't figured out if I can destroy anything with the bazooka or if its for movement only. I'd like to see this taken further, have a larger arena, have some collectibles to go for, an in game timer and leaderboard! You could also check "disc room" on steam for inspiration (not the same gameplay but similar in concept). I enjoyed my time and the furthest I got was 40 seconds, but those turrets are insane!
Interesting arena game! I found it really hard to hit enemies until I figured out what the arrow is supposed to represent, and even once I did, I still found it really hard. The shooting cooldown also feels brutal on top of the difficulty I have with aiming, and audio would have been a nice addition! The upgrades seem interesting but I just can't survive for long enough to get to a point where im strong cause I move slow, I attack slow and I miss a lot, but I see the potential

