Skip to main content

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

RedsKnight

39
Posts
4
Followers
3
Following
A member registered 59 days ago

Creator of

Recent community posts

At first I misunderstood the instructions (I thought when I click the mailman goes when it was aiming at as it was spinning, not to my cursor lol) but once I realized my mistake it was really fun to bounce around! I liked that there were a good amount of levels with variety in enemies and environments, and I feel like you realized the concept to its full potential.

I would've liked some audio, sound effects when the mailman bounces and kills robots, and music in the background would've elevated the gameplay. I also felt in the earlier levels that the arena was too big for the amount of enemies it had, but since those were the "tutorial" levels I kinda understand that. Other than that, great job!

Oh thank you! ^^, good luck on future projects!

This brings together the struggle of controlling a shopping cart with the pain of doing a 3 point turn haha. Perfectly encapsulates that experience. 

I'm approaching this as a rage game since that is was it seemed like you were going for. It wasn't too bad once I figured out a strategy (furiously click the left and right mouse buttons and press a or d to drift) but the controls definitely are difficult. I also thought the line wasn't clear, not to mention it doesn't actually lead all the way to the end. Adding a soundtrack (could be something copyright free, no need to make your own) and some sound effects would also improve the overall feel of the game. Congrats on finishing your first gamejam!

Solid first game! This felt a little like Snake to me, since the objective is randomly placed in the world. I did notice the pivot point on the arrow is not fully centred, which made aiming a bit more difficult than it should have been, but since you can pay to respin it's not like it's impossible to win. I would've liked to seen stuff like upgrades, or maybe enemies, since as is there is not much to do once you get through the start. Congrats on finishing your first gamejam!

Very fun mechanic! It took me a couple of tries to understand exactly what to do, but once I got there it was great! Gameplay-wise I wish I had more blades to put on the brown wheels (though this may have been a bug in my playthrough). I also only saw different sized wheels once, and it would've been nice to utilize that more.

The slimes sometimes went through cogs, and while I don't think it was intentional I could just push them back by holding a cog and slamming them with it lol. Overall, I think with a bit of polishing this could be a very enjoyable game!

I have to say that the setup of the game isn't half-bad. Gather cogs while robots chase you, find a weapon at some point to kill them, get through mazes to find the cogs and get out. I think it needs some streamlining, this could've been a stronger experience with just 3 well-thought-out levels, rather than the +4 there are now (I had to stop in the eye level because for some reason it made me physically ill haha, I don't usually get that from games, but the texture of the walls was just not working for me).

The level with the red centre especially felt like it was unfinished, as it had no unique twist like the others did. In the eye level, since the walls were the same everywhere, and the halls were so dark, it was impossible to navigate well and find new ares you haven't explored yet.

I also unfortunately don't see the relation to the theme of the gamejam - I understand cogs spin, but it's not a major part of the game. They just as easily could've been levers, or computer chips you had to place, the fact they spin didn't affect the game. Initially I did think the spinning spikes in the first level was how you kill enemies, and I would've found a stronger connection to the theme if that was the case, but the spikes were only on the first level.

And just as a sidenote, this isn't a critique of the game really, but in the second level I struggled finding the cogs to get the weapon to break the wall, so I kept trying to shove myself in the gap between the breakable wall and the fence. Since a robot was there, and I kept jumping, at some point I got on top of him and got launched into the air, landing on the other side. I managed to replicate that glitch but I couldn't break the game and finish the level without the cogs, so I just did it in the way it was meant to be haha. That was quite fun.

Honestly, this may be the only iteration of flappy bird that I actually ever enjoyed lol. The randomness means that sometimes the game can be easier or harder, and that requires the player to adjust their spacing of jumps on each run, giving the format more variety than the original had. The pixel art was nice, the frog with the little propeller hat very cute and on theme lol

The only critiques I have are that it wasn't communicated what score "wins" the level and gets you to the next one (tho I can see this being intentional so that the player focuses on the game rather than the score), and a minor visual thing in the second level with the airplanes, the sky background didn't extend fully to the left of the screen, and it was just left grey there, and the planes were visible before they were supposed to be. Other than that, I really don't have anything else, very good game for the jam!

I think this has a lot of style, even if it's not my personal taste I can see a lot of effort went into this! The audio is nice too, not anything complex, but the game didn't need more than that.

Unfortunately, I don't know if it's a bug, but I keep getting softlocked when asked to put the sand in the cauldron. It keeps telling me I'm doing something wrong, no matter the combination of ingredients I put it. Also, it might come up later in the game and I couldn't reach it, but I don't see how this relates to the theme of "spin to win".

Okay I have to start this by saying this game hooked me for 20 mins and I had to stop for my own sake, because there was something really satisfying about the mechanics once I got them. The fact you get more points depending on the type of icon you're matching (and I'm assuming it depends on how expensive they were to buy), incentivises you to buy more expensive ones, but at the same time while you're replacing an already fully matching board with new icons, you'll get less money since fewer icons will match on diagonals... It had me wanting to get my board matching asap, just to see them all racking up that much more money than before haha

I think the main feedback I have for this game is the lack of tutorial, as for the first couple of rounds I didn't really understand that the numbers on the side of the slot machine indicate how much I'll be getting if I match that kind. A more minor critique would be regarding music and sfx, I didn't get that dopamine hit you'd get from, for example, getting a high score in Balatro, where the counter would catch on fire when the numbers got big. 

Overall, kinda scary how addicting this was for me, strong foundations for a game here!

I like the idea of this! It's a pretty interesting take on the incremental game genre, since you're using the currency you generate while spinning to send tornados to the city, and that's the way you get money (instead of the way most of these games would go, where just the spinning alone would give you money). It's definitely something that would be worth exploring further in my opinion!

Since I read your comment about the game being unfinished, I believe the only critique I could really give you is regarding time management. It's certainly something easier said than done, and in my own group for the gamejam we could've done better on that department (only reason we have most of the game is due to a few people doing a lot of time crunching lol), but what I learned from my experience is that getting the most important basic mechanics should come before literally anything else.

Good luck on future projects, and congrats for finishing the gamejam, even if you consider the game unfinished I still say it's a success!

I really liked the art on this one! It definitely has a distinct style. The cat was very cute too. Gameplay-wise there wasn't much to the mechanics, and I wish there was some sort of spinning animation when betting on a drink, but I understand it uses the betting as the spinning.

My biggest critique is I wasn't able to skip the dialogue at the start when I wanted to try again. There may have been a button I haven't pressed or something, but still it wasn't communicated to the player that there was a way to skip (if there was a way). Since it's a pretty long cutscene (compared to the main gameplay), having it skippable is quite important for people who want to replay

We're glad you liked it! The feedback for enemy and player hits would've been good for gamefeel, those kinds of details are small enough to forget when we're rushing to finish the game but do add a lot in the long run. We'll keep it in mind for the future, thank you for your comment!

I see potential in this one! I like how there's a bit of story and the mechanic of being able to speed up the swords spinning with stamina. Definitely could've used some balancing, sprint is too slow, and the most basic enemies can kill you quite quickly if you don't manage the horde well. With some of that fixed the rest will be able to shine more imo

It's unfortunate this game triggered Itch's warning system because it's not half bad! It's quite simple, yes, but there's enough variety in enemies that it didn't get boring for the few minutes it took to beat the main mode. I do wish there were more exciting upgrades, or the ability to do different attacks, but it is enjoyable, and sometimes that's all a game needs to be, especially in a gamejam

Very unique interpretation of the theme! The whole game had a sort of dreamy feeling, with the abstract landscape, time moving quickly and back and forth around you, and the gentle music, all of it I really liked!

I only managed to get through the first level by myself, the second I couldn't figure out, the third I nearly got by myself, but in the end had to use a previous comment you made to figure out where the platform should be, and even with the spoilers I couldn't get the fourth to work for me at all. I think with some adjustments and a few more levels, this could be a solid game outside the game jam!  There is certainly more to explore with the mechanics and environment you made

Interesting premise and soundtrack, for some reason it reminds me of the minigames in the older FNAFs, where you get a lot of the lore... I unfortunately don't exactly see how this is related to the theme of spinning, but if I look at it as a game by itself, it's not bad.

I really liked the audio and visuals! The pixel art was great, there were nice details like the edges of tiles lighting up when the character gets close, and a foggy atmosphere, and the soundtrack wasn't too repetitive and fit the vibe of the game well. Unfortunately the weakest part for me was the combat in the first part, because the hitbox for the projectiles that hurt you wasn't clear I often took damage when I thought I shouldn't have. Other than that, I felt that the flying projectiles on the final boss were too spaced out, but it was not too hard to beat him in time so that's not too bad. Good game overall!

I really liked the audio and visuals! The pixel art was great, there were nice details like the edges of tiles lighting up when the character gets close, and a foggy atmosphere, and the soundtrack wasn't too repetitive and fit the vibe of the game well. Unfortunately the weakest part for me was the combat in the first part, because the hitbox for the projectiles that hurt you wasn't clear I often took damage when I thought I shouldn't have. Other than that, I felt that the flying projectiles on the final boss were too spaced out, but it was not too hard to beat him in time so that's not too bad. Good game overall!

Very simple but very chill too, I liked the audio a lot, and the visuals were good at what they were trying to do. I did initially set my sensitivity to 6 and quickly regretted it, and even on 100 it was pretty slow, so I wouldn't have the option for that at all really. There wasn't as much spinning as there was betting, but I suppose reeling the fish in is a sort of spinning. I have horrible luck so I only won once, but it was enjoyable nonetheless

I'm really bad at platformers, so I had a hard time in later checkpoints, but I thought the gameplay was solid, what really jumped out to me is all the SFX you added for when the spinny blade reaches certain speeds or stops abruptly - those were very nice!

Honestly not a single critique to be made, this is a full game already! So many little details just to help the player, the option to bail out from tasks, how the ground gets colored where you have already been, the fact each task has a little blurb of tutorial so you don't feel lost...

And you had a whole cutscene at the start, with narration and all! Awesome stuff!

Honestly if this doesn't place top 3 or win idk what would, the most serious submission I've seen so far!

Thank you so much for the feedback! I agree we could've definitely polished the combat more, and SFX would've helped with clarity regarding enemy hit and the abilities you can get from the roulette. I'm glad you liked the art ^^

Very cute art, and the music isn't bad too! I don't usually play platformers so unfortunately I kept falling off the first platform and in between the 2 buttons, which had me stuck and have to force quit. I would've preferred if the jump wasn't delayed, and maybe there should've been a way to jump over the buttons' force fields, but I also can't blame the game for what is surely a lack of skill on my part haha

This really captured the "I'm trying to hide what I'm doing while someone could walk by any minute" experience. The audio of people walking by and the "you go mail!" going off every few seconds had me stressing out lol. Simple but works for what it is, I became very protective of my magical spinner by the end haha

Hello, thank you so much for the feedback! We had more ideas for mechanics but unfortunately ran out of time haha. It certainly would've been a good idea to have maybe footstep sfx for enemies, thank you for the idea!

I liked the hand drawn gun and the revolving arena, unfortunately audio didn't work for me, I stopped being able to shoot after a while and didn't know how to reload, and was unable to move forward or backwards, just side to side. Enemies eventually reached me, but I didn't take damage, so I had to force quit. 

I think like previous comments this game could've used more UI or a tutorial, and personally I would've loved seeing more of that 2d art like the gun in-game.

I absolutely loved this! Lots of style, and the gameplay itself felt like a great new take on a pinball machine! The visuals and audio added a lot to the experience, I especially loved how they signified how close you are to fully charging up. I honestly don't have many critiques to give, the only thing that bothered me a bit is the clarity of the UI in the shop, but it wasn't bad enough that I didn't understand anything, and it was part of the style, so I don't know if I would want it changed. Overall, you did an amazing job!

I loved the main mechanic of this! It felt so satisfying to spin away from incoming bullets, and the sound effect as you reload really makes you feel cool as you do it. I didn't understand the bowl-upgrade mechanic at first (I thought my pot was getting too hot when it was getting too cold - we associate things burning with them turning black so that may be where my confusion was from) but I had fun trying out the special bullets. 

The aiming itself was a bit floaty feeling at times, because the bullet travel time made it so by the time the bullet reached where I was aiming the enemy was long gone from there.  The arena felt a bit too big too, enemies on the far end wouldn't start chasing me until I got close. But there's a strong foundation of a fun mechanic here and that's very commandable!

Thank you so much, we appreciate it!

Thank you for the feedback! We had a lot of ideas for gameplay mechanics and in the end we couldn't add all of them fully, but that's something we have learned throughout this jam haha

This is such a shame because I was so into the vibes of this game, and found the separate windows popping up so unique, but I got softlocked at the tutorial when asked to dial the number 5, no matter what I did it didn't work (and I do know how to use a rotary phone lol). I'd love to play the game when it is fixed, if it's possible!

I thought the concept is simple, but it works for the jam. The environment is pretty detailed for how little time we had, so kudos for that!

The tutorial and settings buttons on the main menu don't do anything, I'd have them removed. Took a few tries until I understood how best to move, it was a bit slow but not too bad. I did struggle to find exactly what to do after I reached the marked areas, I felt like a tutorial was very needed. I did get a chuckle from the quit pop-up, would have loved to see that snark in the main game

Hello! It seems that the ZIP you uploaded doesn't contain any game files, and unfortunately I can't play it

I thought the main mechanic was pretty cool! It was certainly different than I expected. I also liked the art, the player character was very cute and the little walk animation was great.

The weakest part for me was the boss fight, I don't know if it was intentional but every time I reset after dying, the boss just rushed me and I went down to 1 HP. Eventually I just cheesed it and stood below one of the spinning blades to kill it, but it didn't feel that rewarding.

Overall, strong concept that just needs a bit more attention to the final part to have a satisfying experience!

I like this take on "spin to win"! It is a simple game, but it works well and for a first project it's great. I did have some issues understanding what to do in certain parts (mainly towards the end when dying the wool) but it was pretty chill

Very cute game! I thought initially it was just shooting and running away from pickle people, but I was pleasantly surprised when the roulette appeared.

I would have liked more enemy types or stronger abilities from the roulette, but overall it was quite fun, managed to get to wave 22 before I got pickled :p

np! I hope it runs better now for everyone so they get to play it as intended!

I liked the vibes in this one, the sound effects really helped make it scary, and there was a sort of liminal feeling of being in a playground at night. I unfortunately couldn't enjoy the game to its fullest because it was lagging a lot, I believe it may be because the tree models are too detailed because when I wasn't looking at them the game ran fine.