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Pangbot

190
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A member registered Aug 27, 2025 · View creator page →

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Thanks so much! I'm glad you enjoyed it. :D

Thanks so much! :D

So you should be able to grab the edge of one of the wheels and rotate it to turn that axis (the cursor hand will turn sideways to indicate you're hovering it). There's a limit to how much you can rotate it left or right though, so that's probably what happened when it got "stuck" (it should still be able to turn the other way). Turning the blue one away from where the camera is now should be enough to move the marble to the other side of the disc.

Thanks so much! I actually swapped the plane for W/S mid-development because I was getting frustrated not being able to move in that one directly. Maybe I just needed to add more keys, haha.

Thanks so much! :D

Thanks for playing! Yeah, the boxes with the green and blue wheels especially. If I were to make an actual game with that sort of thing, it would definitely use keys like W/S for one axis and A/D for the other.

Thanks for playing! That's fair, it was hard to find the balance between "exactly how it should work" and "what's actually fun".

Yeah, that level didn't get much playtesting in the end. I wish I had put it as level 4 or something, but hey ho.

Aw, sorry to hear that! If you're interested in trying again: The angle is a bit funny at the start, but as long as you hold LMB on one side and drag it fast enough to the other, you should be able to get the marble moving fast enough to break the tape (there's a certain speed you have to hit to get the better camera angle). Getting it in the hole next to the play button sign will start the first level.

Disclaimer: I didn't consider trackpads when I made the controls, so if you're relying on one, I don't blame you at all!

Thanks so much! Turns out 7 days of twiddling with the physics isn't enough, haha. I'm not against returning to this project in the future. :)

Thanks so much! Yeah, the ball stopping so quickly was to help the player have more control. It seems to be a "love it or hate it" thing, haha. I agree about the tape, it didn't end up working quite as well as intended, but it was worth a shot.

Thanks so much! I'm glad it could draw you in regardless. :)

Haha, thanks for trying it! I almost made that the intended way to solve levels. :P

Thanks for trying it out! :D

And so Pangbot wept, for there were no more cogs to achieve. This was a fantastic concept and I'd love to see this sort of thing being more common in future jams. For the game itself, it seemed to add a lot of RAM usage as the number of cogs grew (even when there weren't any on the field), which was a shame, but all it meant was I had to close and re-open it a lot as I was getting the last few cogs. Some ways of sorting/filtering the list (by earned/unearned, sorted by time of achievement...) would have been nice but overall I loved the idea and I'm so glad I got to rate so many great games because of it! :D

Metagame cog 22/126 on completion, 126/126 now.

Very cool concept! The spinners felt oddly sensitive at times and oddly un-sensitive at others. It's a bit of a shame that aligning the different frequencies doesn't necessarily do anything. I could see this mechanic as like, hwo you might deal with enemies, for example (like aligning to their resonant frequency, causing them to de-stabilise). But this was a neat experience and I enjoyed it!

Metagame cog 126/126, sorry it took so long to get to your game. XD

I don't know what just happened, but I'm smiling now, so I suppose I enjoyed it, haha. Funny little narrative game, I'll probably come back to this later to see the other routes, good job with it!

Metagame cog 125/126

Nice idea, I liked it! Sort of a simple take on survivors-likes with an interesting emphasis on defence and extraction. I was a little disappointed by the boss rounds, every one I saw just floated in place while I ran around getting my points. I think if the win condition changed to "beat the boss in the time limit" it would've helped them to feel like true "boss levels". But great job with it!

Metagame cog 124/126

Yeah, I definitely agree with Jill. The announcements were funny and I enjoyed listening to them, but sometimes I just wanted to get on with the game. I was also looking at implementing some story for my game, but it takes a lot of time to work that stuff out! I think for a jam, you kind of need to focus on one or the other. But this is a good idea and I enjoyed my time! :D

Metagame cog 123/126

Really nice set of mechanics here! It's kind of funny that you almost have to abuse the collision to jump over things, haha (the "wait" section was probably the worst for that). It was a little rough at times trying to get just the right amount of speed, but short enough as to not be too frustrating. Great set of levels, each one felt very distinct and I loved how you had to spam spinning at the end in order to win!

Metagame cog 122/126

Just fantastic. Flash games never truly died. 5/5 in everything, no notes.

Metagame cog 121/126 (presumably there's no easy way to proc the cog in Scratch though)

Amazing visuals especially, really nice job with this one! It took me a little bit to get used to controlling where on the circle to hit, it wasn't too intuitive but I got there in the end. The "boss" was also a little underwhelming as I could just back off and heal whenever I needed to, I would've preferred a full heal into not being able to heal while fighting it. But that said, I enjoyed my time with it!

Metagame cog 120/126

Brilliant flavour for a beyblade game, excellent job with the abilities giving me enough strategy for the battles so I didn't feel like it was pure luck. With it being a street fight, I was hoping to see some things in the arena as well (cars, manholes etc.) that could influence the battle, but this was really well done overall. :D

Metagame cog 119/126

Very pleasant little puzzle game. Easy to pick up and very easy to get into a flow state with the puzzles - I was quite surprised when the metagame notification pinged! The difficulty ebbing and flowing was a nice touch, but sometimes it was a little jarring going from 7+ rings with some moving to something like 2 static blue rings in the next puzzle. Having more than just "good" and "bad" rings could've been nice, but for what this is, it does it very well!

Metagame cog 118/126

Ah, a fellow ball-in-spinning-disc enjoyer. This was great! Most of the cards struck a nice balance in affecting the outcome without outright deciding it and the fact that you always earned some money without having to wager stopped it from being purely dependent on luck. I think the cards are pretty expensive for their effects though, like paying $50 for an extra $1 per sector would be really difficult to profit from - however if that were a passive effect that was always active, I could easily see it for that price. Loved the audio especially, a very solid entry!

Metagame cog 117/126

Cool! I thought it was very funny being someone who looks like a wizard that attacks with a sword, haha. Some have already mentioned things I'd like to have seen (checkpoints, damage on retrieval), I would've liked to have been able to hit goblins without having to launch the sword as well as some kind of "being grappled" visual effect as it currently just looks like you're walking through lava. But I had fun and it's impressive that you managed to implement a boss fight as well!

Metagame cog 116/126

Very good mini golf game! I felt a bit cheated by not being able to orbit around the stars as well and the red "bunkers" were a bit too scary initially - I thought they counted as out of bounds and I'd lose a shot or something. Still, this was really nicely done and I'd look forward to seeing this be expanded on further!

Metagame cog 115/126

Congrats on your first game! It took me a long time to realise I could multi-jump to increase the combo, I thought I basically just had to dodge for 15+ minutes to get the achievement. I'm glad I tried jumping in the air, haha. My only real comment would be to try to incorporate some sound design in future projects, a bit of background music and some variation in sound effects can add a lot. Good job getting this together in such a short time as well!

Metagame cog 114/126

I really enjoyed this! The first two levels felt like the right sort of difficulty but level 3 really kicked it up a notch. I agree with bobins that it was a bit of a shame it starts off with such a tight double jump only section (especially that jump from the centre cube out to the corner). I eventually made it to the checkpoint, but suddenly I had to chain spins far quicker than at any other point so far and ended up dropping it after missing the second horizontal bar. I really liked the concept of this, and I suppose people who love tight 3D platformers will power through, but I would've liked another a couple of softer levels first to really build up those skills. All that aside, the character felt great to control and you did a really good job! :D

Metagame cog 113/126

Cool! I was initially a bit confused why all levels were unlocked from the start, but I felt the mechanics were simple enough to understand and the levels were all about the same level of difficulty, so it made sense by the end. I didn't really like the arrows popping into view when my freeze ability was available, I think a more subtle change in the character's design would've been better there. Also while the quick respawn was appreciated, some short death animation would have been nice to give the player a short breather. Other than those though, this was well done! :D

Metagame cog 112/126

Very short, but very sweet. Loved the aesthetics and the mood, the lose state being a lose state and how the jump out of the glide works could have both been communicated a little better, but for such a short experience it didn't really matter. Very nice job!

Metagame cog 111/126

Very unique rhythm game, loved it! Give me controller support so I can spin the analogue sticks and I'd be invested, I could easily see this as a much fuller game. My only minor comment would be that a bit more feedback on the note hits/misses would've been nice, but this is an excellent showing, really well done.

Metagame cog 110/126

Really interesting take on the theme! Loved the one bit artstyle and the creepy aesthetic. Not sure if I just never let him get close enough, but there didn't seem to be any sort of indicator for the guy who you have to push back? If there isn't an indicator for when it gets close, losing because of that would've been quite frustrating. Not much to really say on this one, I think 4 minigames was the right number of things to keep on top of for 5 minutes and they were introduced at a very good pace. Great job!

Metagame cog 109/126 (although it didn't seem to proc? I had a black screen after Porbo's "see you later")

Really nice roguelike! Feedback on hits was really good (with the minor exception of the armadillo mid-spin, the sound effect said "blocked" but the flash said "hit" so I was a bit unsure if I was dealing reduced or no damage), and the different powers were fun to mess around with. I did end up mostly sticking to the basic attack though, usually boomerang-style attacks pierce through enemies so I was quite disappointed to see this one didn't. As for the claw, it didn't seem to deal that much more damage than a few quick shots - considering its short range, I was hoping it would be a 1-2 hit kill for most enemies. 

Still, running around and blasting was a lot of fun! :D

Metagame cog 108/126

Even though we've seen a bunch of games take this idea, this is the only one I've seen that outright limits how many rotations you can do in a level. Very nice job! I don't have much to say on this; the level design felt really good, I liked how levels didn't have just one solution or any tight platforming, 10 levels felt like a good amount considering the content - it didn't overstay its welcome in any way, and just overall you did a great job for 7 days' work! :D

Metagame cog 107/126

No "wives divorced" stat, 0/5.

Excellent job with this by all involved. I have to say though, that I didn't really have a use for the dash ability until the very end, I would've liked to have seen upgrades tied to that in some way (e.g. reducing your burnout progress by a set amount after dashing). I'm tempted to replay this to see if there's a different ending if I choose not to divorce my wife, but I unfortunately had quite a lot of lag while playing. Despite that, this was a lot of fun; great art, great music, no wonder it's been so popular!

Metagame cog 106/126

Yeah, I agree with the other comments, it didn't really need more art or fancy effects, just some indication from the game that my action was good or bad (besides the spinner changing). Definitely a few balancing issues with the multiplier scaling but I like the idea and I could see this as a basis of fighting in a much fuller game!

Metagame cog 105/126

Yeah, I get the idea, but I found it much more frustrating than fun. While it's not completely luck, it does end up feeling like the upgrades don't really change much. My first couple of runs were very long and eventually the cost of the spin meant the "good" sections didn't really give me much to spend on further upgrades. The shield is nice, but the boost seemed to essentially just be a re-spin (maybe there was some consistency in how far it would go, but I never figured it out if so). I settled on only increasing the chance to win and nothing else, winning after about 3 runs with that strategy. I think if there were more consistent items (e.g. "advance to next (non-game-winning) section" or "temporarily remove the mild loss section") that would give the player a lot more agency over whether or not they can win. As-is, it seemed like the intended strategy just slowly bleeds your money until you hit the win or lose and try again.

For a couple of days work, this is a good project (although some background music would've been nice) and I think it only really needs another day or two of polish for it to tip over into "more fun than frustrating" for me.

Metagame cog 104/126

Very nice up-close beyblade-like. People have already mentioned the stats (I tried rerolling a few times and never noticed any of them change?) and the lack of feedback from clicking in each battle, which I agree with. The power attack was satisfying to pull off - I don't necessarily need more control over the fight, but I do need the game to acknowledge I've tried to do something. Maybe if there was some kind of indicator on the top showing where it's trying to go, seeing that update would be a good way to show the player they're having an effect, perhaps some kind of cooldown circle on the cursor as well for when the next click will be registered. But I enjoyed it overall, nice job. :)

Metagame cog 103/126

Pretty cool! This was a fun take on the theme, but it's hard to say I enjoyed it. Like others, I had a lot of trouble keeping momentum while moving - and with no checkpoints or way to heal in levels I quickly decided to start rushing to the goal instead of engaging with enemies. If you were to take this further or do this sort of game again, I'd focus more on making the fighting more fun and the enemies easier to read. The first slimes had no indication of when they would jump, all slimes could attack through solid objects, and a later ice slime would spawn its rotating attacks directly on my face. Making sure each enemy had a clear 'wind up' on its attack with a big visual indicator would've helped with that immensely. Thankfully, the Prince accepted my rotting corpse as his bodyguard, haha.

Metagame cog 102/126