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The wheel's itch.io pageGame's Take on the Theme
Primarily, the theme is addressed via the game's arena, which is a wheel that spins faster and faster. But also, many elements of the UI work with rotations or orbit systems. The order of the bosses is random, so they rotate. Many attacks use rotations, etc.
Did your team make the majority of the art and music during the jam?
I did all the code, graphic assets and music. I recorded some of the sounds (notably the bosses' voices), the rest came from "pixabay" and a little from "la sonotheque" and some were modified on Audacity.
If not, please link to any asset packs or resources used here.
https://pixabay.com/ https://lasonotheque.org/
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Comments
10/10! This game is very fun! I really enjoy it! Nice work!
Wow! Thanks^^
Very atmosphering and very captivating concept! I did have a few instances when my player seems to have went outside the circle, so I had to restart, but I kept coming back to fight the bosses.
The dude throwing his teeth at me freaked me out big time. Great game!
Oh dear! I've had this bug before, and I thought I'd fixed it and set up a workaround in case it happened anyway. Thanks for pointing it out :D
I'm glad you enjoyed the game :)
And I understand that a face that throws its teeth at you doesn't make you feel very confident! That face is annoying :D
Interesting use of theme.
Please check out my duck game.
Thank you very much for your comment :)
And I've already rated and commented on your game, so don't worry^^.
Thanks. Keep it up.
I have no comments, honestly. It's so clean, everything works around the mechanics and everything is so, soooooooo satisfying!! From, the gameplay, to the music, to the art. I'm at loss of words. Congratulations!!
What praise! Thank you so much for this comment :D
You did a great job here !
The concept is original and addictive, the sfx is satisfying and the unsettling music perfectly matches the atmosphere of the game.
I love the little details like the fact that the eyes of the face follow the player, it really freaked me out
An addictive game! Wow! Thanks a lot^^
Pretty good game! I think some of the RNG attacks can be a bit unfair, but most of the other attacks I found being fun difficult. I'd suggest giving some bosses less HP especially when they're a bit harder to hit (like Face) and that there's maybe more of a transition between going from vulnerable to harmful (though I admit, it's probably fine as a way to punish greedy players who aren't looking at the timer like me heh).
But yah, this is one of the way better games of the jam.
Yes, there are probably a few attacks that need to be rebalanced :D
Have you played the game several times? The number of HP of the bosses depends on the order in which they appear. If the face appears first, it won't have much HP; if it appears last, it will have a lot. I realize that this is a rather artificial way of increasing the difficulty. Fortunately, it's not the only method I use :)
As for the hourglass and the transition between vulnerable and invulnerable, I'm actually thinking of adding a few sound and perhaps visual signals (although this doesn't mean you don't have to look at the hourglass for the more cautious ^^).
Anyway, thank you very much for your comment and feedback :D
Ooo I see about the health thing. I guess it is a bit tricky. As each boss is vulnerable in different ways that means their HP holds a different difficulty value. Like Magic Hat is practically free to hit and Crazy Cat is harder and can hurt you by comparison. So increasing HP to some bosses is way harder and to others meaningless. I'd generally say it's better to focus more on other aspects of difficulty as well and let the bosses be short if you are good. Though if wanting to do HP increases, then I'd say each boss should have their own Base HP & HP Scaling.
Really awesome game design, I really enjoyed the sounds and the unique take on the theme. The cat was so difficult but it felt great to beat it!
Oh, have you tried the game several times, or just once? For me, the cat is one of the easiest bosses (even if it's hard to hit when it's vulnerable). And people generally find themselves in more difficulty against the fish or the face. But as the order of the bosses is random, they get harder and harder depending on the order in which they appear. If the cat appears first, it would be pretty straightforward; if it appears last, it would be much tougher!
Anyway, thank you very much for your comment :D
I played the game on three runs, all of which had the cat boss on 2 or 3, I guess I got unlucky! Definitely want to play more to check out all of the bosses, thought the top hat was quite cool! I honestly thought the fish wasn’t that bad lol!
Good work
Thanks ^^
awesome style, everything harmonizes with eachother, bosses were uniquely designed and fun to fight against, great game overall.
Thanks for the nice comment :D
I love this one so much! This game is very entertaining and fun. I love the aesthetic and how creative all the bosses are. It's just a bit confusing, especially when trying to see where your character is. Overall, an amazing game!
Thanks a lot!
Yes, maybe after the jam I'll add in the settings the possibility of changing our character to give him the aesthetic we like and especially change his color :) I hope it will then be less confusing ^^
Amazing visuals, great use of theme and cool bosses. What's not to like. Good job.
Thanks a lot ^^
Great take on the theme! The animations are full of personality, and the game has a high level of polish. It’s tough but fair, though some feedback before bosses become undamageable again would be helpful. I had a lot of fun, great job!
Thank you very much!
Indeed, that's a feedback I get a lot :D I'll try to improve it after the game jam :D
Very interesting and unique idea, which is simple but challenging! The bosses are very well designed, really unexpected and surprise. I found that it is quite hard to see the player sometimes, maybe it will be useful if using different color for the player or some indicator to highlight the player. Overall a very polished and fun game!
Thanks a lot for this feedback :D
I'll take note of it and after the jam I'll maybe add in the settings the possibility to change the player's color (as is currently the case for the winged heart).
Very solid and unique game! Good job!
Thank you very much ! ^^
Really good use of such a simple mechanic, each boss has it's own unique way that interacts with it, making the fights pretty interesting and memorable. It's more of a nitpick than anything, but I think a sound effect or visual indicator on the boss for when the damaging phase is about to end would be nice, I'm usually too focused on hitting the boss to notice how much time is left on the hourglass and occasionally take damage cause of it (skill issue).
It's a very well made game that I had a lot of fun playing. And the subtle music changes were a nice touch. Great job!
Thanks a lot :D
Indeed, I got a lot of feedback that it was hard to concentrate on the game and the interface at the same time. Personally, I eventually got the skill from playing my own game, but hey, I'm the dev of the game! So that's not very objective xD
I was actually thinking, after the jam, of adding a few more indicators to warn the player^^
WOW! This game was POLISHED!
I really enjoyed this experience and every aspect had so many little details that were a joy to find. It fel like a game that was incredibly simple to understand but had more and more depth the more you looked into it.
The general premise of the mechnic was interesting, but i felt like you really, really leant into the designs of the bosses to explore that central mechnic in unique and interesting ways. It really made something that i assumed was simple into a deep and rich mechanic. The little bits of polish in the platform jiggle and sound effects also helped sell it.
I loved the way the boss's were presented in the little capsule machine. Each boss had its own personality that was realised in its unique move set and gorgeous animations. The graphics in general were great and the whole thing had a really well implemented style that was incredibly effective. It was just very cohesive, everything had its place and was used to great effect. It was playful and bouncy and just lovelye to look at whist still being accesable (and even invcluding accesability options in too!)
The sound design worked well with everything from the slightly ominous and mysterious music to the punchy sfx and the little half chatter noises. It really was the bow on an already outstandingly presented package.
This felt like a masterclass in creating something apporachable but deep, simple but complex and beautiful but approachable. and above all else it was really fun.
Absolutley amazing work, top marks, loved it!
In fact, when you find a game mechanic that hasn't been done before (as far as I know), or has been done very little, it allows for a lot of inventiveness later on :D I was like a kid in a playroom thinking: what the hell can I do with everything I've got on hand :D
In any case, I'm delighted that you enjoyed the game :D
Thanks for your comment and the top marks ❤
I don't have many pointers, A game with this good execution doesn't even feel like it was made in one month, it is simply wonderful, with nice bosses, original concept, great music and sound effects, stylish UI and the list goes on and on.
some small complaints are that some of the boss projectiles take too long to de-spawn cluttering the screen too much with no chance to escape when another attack follows up,
and some projectiles spawned too quickly (the jokers chain start) or on top of the player (like the face`s sweat on the upper side of the circle), also Imo the pips required to make a boss vulnerable increase too much by the end.
there are also a lot of small things to compliment, such as the color choices and others. I won't get into detail else I will be here for quite a while!
games great!
For sure one of the finalists!
Thank you very much for your feedback :D
I have to say that I usually participate in the Trijam, so I'm used to doing games in 3 hours (or almost^^). So if I'm given a month to create, I've got time to have fun xD
Yes, the screen is sometimes very overloaded with projectiles. For many of them (like cards or magic hat stars), succeeding in making the boss vulnerable makes these projectiles innocuous. But for the last bosses, it's actually quite complicated. After the jam, I'll try to balance things out a bit :D
Anyway, thank you very much for your compliments ❤
Orginal bosses each is uniqe very good execution keep it going
Thanks a lot :D
hello fellow construct 3 developer that made a game with a pufferfish boss, great game haha!
Ahah! Thanks a lot :D
So glad to see some Contruct 3 colleagues too!
very simple and fun! I like how obvious it was when I can hit the boss. Lots of low graphic games have a hard time with that but simply making it blue was a good idea. The main mechanic felt really smooth
Thank you very much for your comment :D
I really like the minimalist aesthetic, and I like it when the gameplay is obvious. I've included a tutorial just in case, but the idea is that I'd like the game to be able to do without it. So, I thought the simplest thing would be for a color code to say: Red hurts, Blue is vulnerable, Yellow activates, White is neutral.
Only for the winged heart was I unsure what to do. I didn't want to add an extra color, and using yellow didn't really satisfy me either, so that's why you can change your style in the game settings.
And it's also great fun to create graphics with such a color constraint.
Anyway, thanks again for playing and commenting ❤