I really love how the art came out the artists did a great job all around I'm really impressed
The attack and damage are definitely not directly tied together, a side effect of how everything came together as the jam ended. The numbers were tuned to spamming speed and you don't really want to re-balance that at 2am lol. Thanks for playing btw!
Jessica Thomson
Creator of
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Technically a death plane is a collider right XD
We were originally going to have some platforming in the game, so falling off being a death state is in from that design thread. I do want to keep that as a hazard, but having some practice staying on platforms before you've got to fight the boss could definitely make that challenge easier to react to. I appreciate the feedback, and I'm glad you liked the game ^-^
Definitely a good point that the BSoD is pretty intense, maybe having it at a key story moment or as a rare option in a range of death screens would be more appropriate?
I think the attack bug is with how I coded the hitboxes - the attack spawns a hitbox cube, and the cube's OnTriggerEnter is what's actually dealing the damage. So trigger another event, you get an extra hit.
I definitely appreciate the feedback on the combat and difficulty! I'm going to be tuning it after the jam to be a bit more reactive - I'm definitely aiming for more on the difficult side, it's definitely going to take some more tuning, but I want to see how far I can push the boss patterns while having them still be largely learnable. I'm excited to see what I can do with it!
I really like this one!! It's really cohesively put together, the theming really ties together the whole experience. I love the clean and consistent outline everything has, and the background effect reminds me of Balatro, which definitely aligns with the theme! The shop / plinko vendor was a really nice addition to break up combat, and having a chance to heal with the items was a godsend given health is persistent. A lot of the boss patterns were interesting and difficult too!
Overall I really enjoyed this one! Some of the game elements were a little counter intuitive to figure out, I didn't realize that the weapon you pick to upgrade wasn't the weapon you spun to equip until a few bosses in 😅
I love the variety of bosses on this, some of them could've gotten more of a span of attacks but I really like how many there are, really reinforces the struggle of the boss fight!
The art is also really distinctive and colorful 💛
I really love the directness of the gameplay and the creativity of the theme! Several games for the jam have touched on a casino theme, but I thought that the rotating camera on the roulette boss paired with the spinning stage was just the right amount of disorienting. The spinner for the bullet color on reload was also a fun addition, I'm a sucker for active reloads and it was a fun spin on it ^-^
Really polished overall! I love how different the bosses are, even if their difficulty has a pretty wide rage over the game. The second boss only took me one try, it maybe could use a response pattern to players sticking close to them? But the ghost boss was also wayyy harder to hit than anything else, during my first couple tried they floated out of my jump range for the whole fight. I really like how the all the bosses have different attack niches, going from straight projectiles to arced quills to melee attack definitely kept it fresh!
The slot machine for rolling fight modifiers was definitely a nice addition, although it would be cool to see a little more tying it to the rest of the game, like is this a gambler's graveyard? Or are you fighting on the side of the god of luck?
Controls were honestly a highlight, the dodge felt really responsive and I picked up on the attack range almost immediately
Other commenters mentioned this, but on-hit feedback would be really helpful with the first boss. With the second fight, the dust particles when hitting the boss after their laser spin attack was a nice contrast! In that case the hitbox could've used that extra feedback, I wasn't sure whether I was dealing damage to the hands when they were braced against the stage
The art definitely stands out in this, the bosses are really flavorful and have excellent silhouettes. The contrast in stage design was another highlight, having the change in how the camera behaves depending on the boss definitely helped the fight not feel stale. And the range of attacks was really solid too!
I like the clown boss, average interaction with a clown if my experiences are to believed. The moving platforms are such a good addition to the fight, adds a lot of tension on if you can get up to the boss's level for another set of shots before he spins his face at you
That boss can also push you out of the stage, minor bug but I needed to reset my game because I couldn't get back on the stage
Also, I thought the controls screen going right to key binding, gave me a feeling of "why don't YOU tell me the controls???" which was pretty amusing and it was probably easier for scope as a bonus
I'd definitely love to get some more combat feedback in! The screenshake is a good suggestion, and we've got some impact particles the artists made that we just didn't have time to integrate under the deadline. The BSoD was one of my joke features that the team liked enough to keep in actually, the game icon was also a team meme closeup shot of Sev XD
I'd honestly love to expand the narrative of the game, I think there's a lot of interesting things we could say in the context of Pinocchio and similar stories
Visually this game is stunning! The dithering and lighting are to die for, I'm impressed to see something this artistically polished in a game jam. The integration of the jam's theme is such a cool set-piece moment too, to have the whole house rotate like that took me by surprise.
I wish the gameplay itself was a bit less limited though, only having the attack and no reactive options makes positioning the only real way to avoid damage, and the arc of the boss's weapon attack makes where to stand to avoid the attack pretty limited.
I'd love to see where this idea could be taken, I want to see more gods and steal their stuff
This is a cute use of the theme! I like a spinning record as a boss, it's a good visual center-point for the boss fight. The fight itself didn't work for me though, I never saw a projectile from the boss. Also, the tutorial could use the main WASD controls listed, it was hard to determine what the basic control scheme was before diving in given I was only given info on the invincibility bar. I'm not sure how well Minecraft music would be suited to a rhythmic boss fight, but I'm definitely curious how it's supposed to play out!
A cleanly executed little game! Controls are generally responsive, although it took a little to get used to the force of the dash. The bosses' attacks tend to have a range of actual risk to them, but this also gives you some more chances to hit the boss if you can read the attack well enough. And you're a blue collar worker, like Mario,
Such an original concept, and it has some really creative use of the spin theme! The idea that business lunches function as competitive food roulette is so wacky, and the art and music reinforce that theme fairly well. This feels like something you'd see in a Wario Ware game but with a bit more of an expanded scope, even if I had a bit more difficulty figuring out how to "properly" play this game I do really like the tutorial and I always appreciate any work in a jam scale that properly tutorializes
Such a silly premise, and I love how the stretchy animations add a sense of levity to the whole thing! The boss fights are hard and some of the attack ranges / hitboxes feel a little unintuitive, but overall this didn't spoil the experience or make it feel unfair after taking some time to watch the bosses and learn your own attacks. I think with some tuning to make your whole kit evenly useful, this could be something special
You should be able to play it with the standalone player "projector content debugger" from here:
https://web.archive.org/web/20220401020702/https://www.adobe.com/support/flashpl...
I appreciate the feedback, and I'm glad you liked what you were able to see of the game!! A tutorial's definitely in the works, I just wasn't able to get it in by the jam deadline. I'm really happy with the design, art, and writing the team did for this game, so I hope to be able to make them shine soon
I'm playing my way through the other submissions, and I've been floored by the love I've seen put into them. It's always wonderful to see such passion put into some gay little stories, and this has brought me so much joy ^-^
So thank you so much to sabrina_tvband and nadia nova for running this jam, and to everyone else whose passion made it a success!
You're literally not -
"just this gay shit existing is spoling it" is a judgement call, not a question. And I do think straight people can and maybe should play it, just like all of the straight content I consume despite not being able to connect with it on that grounds. You not liking it means literally just that, delete it and move on.