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(+1)

An interesting premise, adorable and amazing art, but it just kinda feels like it didn't receive enough time in the oven. I understand life happens, our team is huge and even we ran into 'staffing issues' so to speak, so I completely get a two-person team not quite getting there in a month. Now, if y'all were to keep going post-jam, add some more mechanical variety and simple animation work (really, two-frame animations would fit perfectly fine given the paper-Mario vibes hit hard), then you guys have a really cool game on your hands. Weapon timing and enemy attack dodging utilizing wheels is a really cool gimmick that isn't really explored since there's no mechanical difference between a given boss' attacks or a weapon. Say, for instance, if a weapon had more than one green zone, or required you to get several in succession, or a boss required something more dynamic than just timing to block its attack. The nicest thing about such a barebones system is the opportunity to scale it up if you so choose. I'd love to see where you could take this if you so desired! Good luck!