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Churchill_Is_Dead

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A member registered Jun 07, 2021 · View creator page →

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Of course, that’s no excuse—I understand that it turned out poorly.

We didn't have time to add a health indicator, so we added breathing to show when the character has low HP.

Thanks

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The controls aren’t intuitive—without a video, it’s hard to understand what to do. There’s no variety in the bosses. The drill handle spins poorly. And it lacks sound effects. The developers should have gone to work in construction instead of making games.

The visuals are nice, but the theme is completely missing. If you replaced the ability wheel with a list, nothing would change. Aside from the basic attack, everything else feels useless because the bosses are too fast.

Probably one of the most fun games in the jam, but the boss has way too much HP. I died right at the end, and that was pretty frustrating. But overall, it's top-tier!

A simple but engaging game. I’d love to see more variety in the bosses.

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Uh… uh… where’s the spin?

I love heads.

Just a regular bullet hell, like dozens of others. The "spin" theme isn’t really explored—this animation could have been replaced with anything, and nothing would change.

On the third boss, using the killer feature is practically impossible. It activates for just a second, while the entire screen is covered in projectiles, and you die the moment you try to collect them. Adding a few frames of invincibility would be a good improvement.

I have a platinum in Sifu, but this feels harder to me.

The game is great, but there’s too little HP, while there are way too many projectiles. It also needs more bosses.

Why is there a dash if it only works toward the boss? It would’ve been better to add more bosses instead of making a bunch of palettes. Also, the theme isn’t really explored.

The game that, in my opinion, best captured the "spin" theme.

oh my God

There should have been separate arenas for the bosses, allowing the player to choose where to go. Since bosses have a lot of health and it's easy to lose, replaying the fights doesn’t feel appealing.

It's unclear what the "spin" aspect is here. Aside from the gears, nothing really spins, and they don’t affect the gameplay in any way.

Melee weapons are completely unnecessary—I never used them even once. And why can't I jump out of the pit in the final area?

Overall, it's just a regular, decent shooter. I don’t really have anything else to say.

One downside is that you can't use items with a double-click—dragging them around is distracting.

The mouse sensitivity is insanely high. The first boss has an absurd amount of health, and replaying the fight just isn't appealing.

The second boss has, well… a lot of health, and since he constantly hides, the fight takes a long time. If you lose, you really don’t feel like replaying it. The visuals are weak.

You look at the number of developers and wonder—what were all these people doing for a whole month?

The visuals make this game quite unique compared to others. The controls feel nice, although a couple of times. I felt that the fish's hitbox was a bit too big. With such inertia, it's very easy to get caught by a projectile, though I managed to beat it on my second try, so it's not a disaster.

However, I felt that the theme wasn't really explored—aside from the word "spin" appearing, there's nothing related to the jam's theme. Essentially, it's just an animation that could have been replaced with anything else. Well, that's just how it seemed to me—no offense.

Overall, I’d rate it 4/5. What surprised me the most, though, was that the game was made in Godot.

A clear contender for victory. 

A clear contender for victory. Visualization at the highest level. The artist is a master of his craft. The impact is excellent. The variety of bosses is inspiring. I don't want to leave the game, it's so cool.

A clear contender for victory. The visuals are top notch. The artist is a master of his craft. The impact is excellent. But there is not enough variety.

I came in purely because of the cover. The artist is a master of his craft. The musical accompaniment and its variety are surprising. But the gameplay is crude. There is no impact from the blows. Bosses are not particularly different from each other. But the potential is huge.