Really enjoyed my time with this one, creative and a good execution on the concept. I was wondering how you unlocked all the bugs? After a couple matches clicking on the rock quit giving me bugs but on a second playthrough I got a different collection of bugs. I think the collection was my favorite part, kinda like a pokemon aspect, if they had different attributes from one another that would be a cool expansion on this idea.
Eshan
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Great Art and a Great Idea, this game had the same issue I had when making my game where you can constantly spin the wheel if you continuously click it, the fixed I used was adding a true or false statement to the function where "on click" it would check to see if my "Currently Spinning" Boolean was false and inside the function set it to true. Then when the wheel picks its outcome, slide in a lil reset to the boolean.
Great Concept, this is what Game Jams are all about. My tidbit of advice would be for the camera, if the character is not centered with the camera at all times (like Vampire Survivors) players will feel a little cheated when they accidentally bump into something they could see off-screen. Now you could just center the camera and call it there, but we could also inverse this camera so while your moving the camera would *slightly* travel in front of the player's current direction. Take this with a grain of salt, you accomplished exactly what you needed to with this entry, GJ.
I was able to play and found that if this could've been in the oven a little bit longer you'd have a great game on your hands, I'd love to play the finished build when it comes out.
I think the atmosphere is the immediate thing that hits you and with some music this could be a really depressing scenario your in (in a good way),
The other thing that was already mentioned was that without a tutorial in some way or another, it almost feels intentionally vague on what is even going on. Which i feel like is a theme that doesn't entirely have to be dropped, it adds a bit of mystery to the game.
1. the Initial hurdle of what the icons are and do (It's actually fine, I'm not gonna harp on it)
2. I think... THIS HAS BEEN MY FAVORITE SUBMISSION SO FAR, Great use of theme, Tower Defense as a genre is already a +1 for me and a polished one at that, the RNG of what towers that you get is a great/innovative mechanic, having 2 different tables you can roll on really adds to what I like with this premise (In a expanded version, I think having more of these would be great).
3. Your team really showed out be proud of what you put out, the music is great and creates an atmosphere of being in the casino, the art is well thought out and is the biggest help when trying to convey what each of the icons do.
Just finished playing, I figured out the premise after crashing into a tree (lol). This is like the "making pokeblocks" game in PKMN Emerald. To reach your destination you have to travel the 50miles that it tells you in the rear view mirror, to do so HONK the wheel to land on either the "knobs" that flash blue or the lightning bolts that flash yellow, doing so lowers your miles to go. Hitting the skull 3 times is a game over.
IMO loved the music, and the use of theme is very on point.
Loved the movement in this game, I played on mouse and keyboard and once you get the controls down the "tech" you perform to move around feels amazing, I imagine speed-runners would love this. Ooo especially when you bounce on a enemy and get height while keeping your momentum. I found 4 of the easter eggs in my playtime.

I made it :D, definitely a "rage game" experience but I had my fun just "tippy tapping" the buttons to go the direction I wanted. Good Job!