I'm impressed by the depth of the boss designs - they have a lot of different attacks that require different reactions, so there's a ton of skill expression possible in this game. This is an obvious tribute to the souls-like genre here, and I think you executed your vision very well!
chillhopper
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Cool boss decision and ship customization concept. Earning $1 at a time is pretty funny. I think the spinning environment is well done - many other games attempt spinning arenas but it either feels inconsequential or obnoxious, but this one is pretty good (except for the instant obliteration if you get crushed lol). Boss design is awesome.
I remember giving feedback a bit about the game prior to the submission deadline. The game is really polished! I think my favorite boss is still the robot. Again, I appreciate the love and care that's only found in games where all the art and music is made in-house, the passion shines through and makes everything so much better.
The polish on this game is unbelievable. The way that parts of the boss gets damaged as you hit them is so nostalgic that I might have to find those old flash games I used to love as a kid and play them again. Would have loved to see more (but I can see why it's short - so much quality packed into every moment!)
I got the robot legs! I appreciate the nice send-off, gives a great sense of completion. I love the take on the theme and I think execution is actually really good. People's mileage may vary, but I enjoyed the challenge of throwing the knight around corners - that provided an interesting layer of strategy. I think this is an awesome hidden gem in the jam.
I was pleasantly surprised by the depth of strategy possible in this game. It was a lot of fun trying to puzzle out how to efficiently sync the orbits... I ended putting the outer planet on maximum speed and focusing on controlling the inner planet and timing that way. Would love to see more boss concepts with this game's take on the jam theme. Well done!
The game is really fun, I especially liked the second boss - the revolving stage was paced just right without feeling like it takes control away from the player, but also still being an environmental factor. The last boss's card trick was nice as well (although it was slightly painful to have to stop watching my character to accurately pick the next round of bullets, which was how I took damage the most). Being a little guy on a casino table for the boss select is excellent flavor and that was a big highlight for me. Well executed and well done.
Cool game! I will shoutout that things like the way the pips on the die telegraph the attack are always welcome and an excellent way to help the player know what's coming in a subtle way without being too easy. This is a nice take on the casino theme, and I really enjoyed the retro soundtrack as well.
Artwork and everything looks extremely polished. I appreciate the attention to detail in the tutorial, makes it much easier for players to start with their heads in the game. The disclaimer about gambling at the start was funny; I wonder if it's mandatory to add warnings against gambling in games like these. Excellent work overall.
Kudos for the strategy game approach! It seems like such a daunting task to make something that has spin, is a boss rush, but is also turn-based strategy. I can't say I truly understand the strategic depth of the game but I can tell there's easily a lot more to learn than my basic "corner-the-bad-guy" strategy. I'm also a sucker for isometric games. I think you should be very proud of what you got here.
This game is glorious chaos. I wasn't sure what was going on all the time but I did know that I was having fun doing it. I liked the way that the upgrades areas were scattered across the rotating map, which added some fun depth to running around collecting health and damage powerups. A hidden gem for sure.
Something about this game is nostalgic. I think it must be the art style. The take on the theme is further complimented by the game's thematic "going down" story, which I feel is super immersive and the boss designs are right on the spot for me. Probably one of the absolute best games I've seen in the whole jam.
I remember seeing this game on a feedback stream! It was so memorable and I can't believe it took me this long to try it myself, but I really love it. The art style and story are super cute, the use of 2D mixed with the 3D environment is just awesome. It's also probably the only polished and well designed turn based game I've seen in the jam so far... excellent work overall.
First and foremost - I really like how the controls feel. While it is super simple, the game demands very precise movements because of some of the boss patterns, so the controls work out very nicely, which is awesome. The art style is excellent, and I especially like the worm boss (which reminds me of the Destroyer from Terraria); great use of emissive details to bring a very pleasing aesthetic to a minimal environment. Great stuff on every front.
I appreciate the bold take on the jam with the orbit mechanic, which is unique and refreshing. I am very impressed by the planet designs, which are each unique and fun to look at. There's a excellent charm between the art and music (favorite is probably the ice planet theme) that creates a memorable experience. You guys should be very proud of your accomplishment here.
Everything from the lore to the characters is superbly crafted and put together cohesively. I love the color palette used and the boss designs. Only slight nitpick is that I would appreciate some short invulnerability if I get hit; you can take 3-4 hits from bullets in one go if you whiff a move. I really enjoyed this hidden gem and it deserves lots of recognition for all the hard work and care put into its aesthetic!
The yoyo is a great idea that I would love to see explored further, and the grapple to avoid attacks is a unique idea in the jam. My favorite part is the pixel art and the trail effect from the first boss's dash - that was very nice. Keep it up - a lot of ideas here will have potential when brought to fruition.