Love to hear it! But after reviewing the other games I think there are a lot of really impressive games, but im just happy to get some nice feedback like this.
Roobobster
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Thanks for playing! yeah I agree with the healthbar, was the first time working on pixel art (I usually only like to code) so i didnt want to throw away the time i took making it xD, and it really was a bit messy with all the colours i used with the map itself. In the end I think a more simple healthbar would have just been better. And would hava liked to put some end screen for dying but didnt get around to it.
Great game! had lots of fun playing till the worm boss seemed to one shot me when i foolishly stood infront of it. Overall felt pretty polished game. Had a few performance issues on chrome with a couple mirco stutters here and there, not sure if that was just me or not. Bosses were pretty well made as well and felt pretty unique. And fit the spin theme perfectly
Thanks for playing! Yeah the connecting part was not very clear visually, you had to left click on a machine and hold then drag in the direction you wanted to connect machines. So the placement of the machines didnt matter too much, but you had to connect the machines so that the bullets would go in and out of the machines based on how you connect them. Definitely need to work on the useablity for connecting machines, its too hard to tell whats connected to what.
Reviewed your game also.
Good game! I definitely felt the SPIN theme, my head started spinning after like 5 minutes. And was fun to fling the items, would have been nice if they got flung out a little faster. Also in the main menu there is a bit of a popping sound when the sound loops, I had this happen in my game, i found it happens when the sound track doesnt end on exactly zero volume. And i think if you put the spin direction directly on the player it would be a little easier to tell the spin direction (like how the objects have it), as I found having to look at the corner of the screen to see which direction i was spinning made it harder to focus on the gameplay.
Overall enjoyed the game till my head started spinning with the game, I think the camera spinning is cool but an option to turn it off would be good as I usually dont get dizzy any games but this one got me good, felt like when i spin on my chair about 20 times.
Thanks for playing! yeah the laser cannon machine does take a lot of bullets, the idea was you needed to get lucky with getting a specific ammo machine that generated a lot of bullets per second (20 per second) but they didnt do any damage and you would need to just add effects to the bullets. But unless you managed to find that ammo type then you would just end up getting stuck with that cannon with no way of really supplying it with enough ammo.
Thanks for playing! Yeah would have liked to get some sort of tutorial made, tried making a small description "tutorial" when you press the tutorial button but even then my friends playtesting got a little confused. So definitely something that could do with improving. Idea was you have a thre types of machines, one that generates a bullet type, then another that applies effects to your bullets and then finally when you want to shoot the bullet you connect it to the cannon type machines and they are colour coded but never explained. And then you left click to shoot once the cannon is filled with the required amount of bulllets.
Overall there are quite a few steps and arent really explained all that much apart from a tutorial button on the automation UI which is easy to miss, so definitely something i'd like to work on.
Cool game! surprised by the amount of bosses you managed to put into the game, i only got to the ice dragon looking boss, but im not very good at dodging so didnt managed to beat the ice dragon after a few attempts, hitboxes felt a little big sometimes, or maybe a skill issue from me. Eitherway great game, enjoyed playing it!
Really enjoyed the gameplay! and idea was really original and worked really well. Had a few small issues with camera zooming in and kinda getting stuck zoomed in, think it was caused by me aiming and dodging right after each other, unless it was meant to just zoom in for the boss fight. The boss fights were cool, the movement was a little tricky to do when I wanted to shoot as I would be constantly moving towards the boss that would damage me, not sure if there was a way to stand still but I would have liked to not move towards the boss as I shot him.
Also think the way you displayed the tutorial was really cool and made it part of the map. Overall felt like a really well polished game. Good job!
Thanks for playing!
Totally agree with the movement, i had a few iteratations of the movement but couldnt get it right, always felt confusing when going backwards and forwards, maybe because the movement is just based on the middle of the sprite it feels weird. If anyone knows of any ideas or examples that have similiar movement that work really well, would love to know about them so I can hopefully figure it out for next time.
Thanks for playing!
Yeah you're quite quite right about the automation bit taking a lot of the time. Got a little carried away with the scope of the game and left the boss fight part towards the end so didnt have too much time to flesh it out as much as I planned to, if I had some more time would have liked to make boss moves that fit the tank movement better, kinda like a race track movement where you have to dodge by following a path, since the micro movements with the current controls is a little annoying even after playtesting for hours.
Great use of the spin theme! had a few performance issues with stuttering and i dont have a potato pc, but I assume this might be just on the web build. Fool boss was fun but i did find myself just kinda waiting for some abilities to spin around, would be cool to have a way to do something that maybe increases the speed of spinning your cards or maybe discard the current ones to speed up the spinning so I can get to the damage ones again sooner when i'm full health and dont care about dodging. And sometimes i would get the damage card but I wouldnt be quite in position to use the ability so then i would adjust to get into position but then the card will have already passed, so maybe a way to hold a card for a short amount of time could be cool.
I didnt manage to beat the chess board map, i assume i had to kill the knights but felts like it was taking too long and I died.
Loved the game! Struggled to figure out which units were actually better, think i probably removed good ones and replaced them with worse units. But eventually got a wheel that seemed to beat the enemy, either that or i spammed the wheel enough to make a deathball of units that just shot enough arrows to kill thinggs before they reached them. And good use of the theme! Only change i might make is add some sort of way to read what the different units do roughly so that the player can figure out what build they want to try go for.
Cool Game! I ran around for a few minutes just picking up coins to get super strong but ended up being too greedy and dying before i ended up attacking the boss properly. But 2nd go just had a go at attacking the bosses. I like the boss designs and overall pretty fun. Also good tutorial to start the game off, knew what to do right away.
Would be good if you could get money another way other than just running around as it felt like you had two options, attack the boss or run around for money.
Thanks for playing the game. And yeah would prefer to have had some proper assets but about 90% of the game was made on the saturday so essentially just used 90% free assets on itch io and then anything I couldn't find any assets for I just quickly got some AI to help out. I think in the end the workstations and the slime character were AI and they do look quite off compared to the rest of the art style.
Thanks for playing! yeah balancing happened in the last hour of the game jam but it's possible to win (until you get to the final boss, think he might be impossible to beat, but i didn't make win screen, so at least no one will see that)
Added a bit to the page info, forgot to put the controls on the page even, so surprised anyone figured out how to pick up items.