Thanks for giving it a shot! No idea why the web build didn't work it did in engine but its bugged somehow. The company mantra is actually "nothing can go wrong" just without any capital letters. I forgot to write that in the game page because the web build was bugged and didn't think anyone would want to play it. If you want to try again with lowercase letters, you are already halfway through the game lol, but no worries if not, thanks for playing anyways!
PBA Studios
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Sick entry, nice job solo dev!! Love your central mechanic, fusing a platformer with a rhythm game is something I had never seen before but after playing it, the mix makes perfect sense. I liked the floatiness of the player controller because it made for more forgiving platforming and let me focus instead on the patterns which is a very good design choice. I agree with some others about the difficulty it feels a bit too challenging. I think ramping up the difficulty more slowly would have helped a lot. For example, the 1st level should be maybe 2 or 3 notes just to introduce the concept, then 2nd level 2 or 3 notes but add the ground pound mechanic, then 3rd level could be the level you start the game with currently. As it is now it gets way to hard to quickly. The central gameplay mechanic is brilliant though and super unique and I found myself pushing through the difficulty because I was enjoying myself so much. It's a good take on the theme too. I think the art could be a bit more cohesive and toned down a tad as well. Overall, I think you have a really unique and fun to play entry, that is a great job for one person in one week!! Keep it up
What a wonderful comment thank you so much for your feedback :) Super cool to hear that you remember the earlier state from the feedback streams and noticed the changes I made. It's awesome to hear you vibed with the aesthetic and had fun with the first boss's attack patterns. Glad the tutorial struck your fancy too. You're dead on about the lack of feedback; adding some screen shake, animations, etc would have added some much needed juice to the game. Thank you again for such a thoughtful comment, it's absolutely made my day!!!
The pixel art in this game is flat out incredible!!! I absolutely love everything you drew, from the attack animations to the wheel to the treasure pile it is all superb. Playing as the dragon defending his gold from the knight was a nice twist on things. This game is hardddd. I enjoyed learning the attack patterns of the knight and figuring out the timing for the fight, but after losing to the second boss a couple times I gave up. I think it could have been balanced a little better, leaning more to the side of less difficulty for a game jam. The spinning wheel in the background is a decent touch but I think more could have been done with the theme. Overall, I think your game has 10/10 pixel art and some fun battle mechanics but could benefit from better balancing. Great job as a solo dev, keep it up!!
Pretty fun goofy game you've got here lol, I enjoyed my time with it!! Your take on the theme is super unique and is completely unlike any I've played so far, I dig it. The faces on the balls is a nice touch adds a good bit of charm to the game. The music and sfx are adequate for the project. The balancing the ball on your finger feels really nice, but I struggled a lot with getting it going again after a hazard knocks it off. But watching it fly around the screen while my arm gets progressively more damaged was pretty funny. Having the American football pull out a gun and start shooting was hilarious. I wish the backgrounds and hazards had a bit more love put into them. Overall, this game has a lot of charm and humor and is a fun way to kill a few minutes of time. I think some more polish/juice and real backgrounds would take it to the next level. The core mechanic is an awesome interpretation of the theme. Nice entry and keep up the good work!!
Amazing job team!!! This game is dripping with polish and feels like an actual game I would have watched my older cousin play on the PlayStation lol. The music all slaps and the aesthetic is very well executed. The boss's are super interesting and have great 3d models and personalities. All the voice actors did a great job, and the 2nd boss (insane asylum guy) absolutely killed their part. The first boss fight is superb 10/10, the mechanics work together wonderfully and the feeling of exploration and zipping through the terrain are some truly awesome gaming moments. The lore is a nice touch to add a bit of depth to the game. The tutorial section is effective. It took a minute to get used to the player controller but once i did it was a blast. The jump is perfectly floaty and combo-ing through the different movement abilities feels great. The player animations are awesome and when I first killed one of the robot minions I thought I was playing Ratchet and Clank, the death effect on them rocks!
Some constructive criticisms: Whyyyyy did the 2nd boss have entirely different gameplay?!? After the first boss I had finally got a hang of the movement and was looking forward to another bad ass fight...and then you took away everything cool about the player movement! I couldn't jump or dash or spin through the terrain, just go around in a circle and spam click melee attack. It would have been a nice change of pace if it was halfway through a 10 boss gauntlet or something but as the second boss it was super disappointing. You had such a lovely core gameplay and spinning through the terrain and schmooving around the map feels awesome, so let me do it!!!! The last boss also didn't take advantage of the terrain drilling very much, where as the first boss I think you absolutely nailed it and that fight feels fantastic.
I hope my criticisms are received well, I only speak somewhat harshly because the game is so well done and has so much potential. Really well done team, and I think you have an excellent game on your hands. I very much enjoyed my playthrough, great job everyone!!
What a beautiful game, the pixel art planets are breathtaking and the sound design is absolutely on point. The intro songs for each fight slap and add a great game feel. I adore the main menu with the planets in the background hinting at the future bosses, and the sfx for hovering over the button and the transition effect. The planets are so so pretty. The UI is very well designed and takes up only the space that it needs to. I also loved the "overworld map" of the ship moving to the next planet, it gave a nice break to the action and gave a nice bit of foreshadowing for bosses to come. I found my playthrough to be a lovely experience.
A couple of constructive criticisms: The elliptical control scheme was very interesting but I never really got the hang of it and felt at the mercy of the boss attacks for most of the time. This made for a pretty cool space feel but not a great gameplay feel. I think swapping the rotation controls for the ability to move along the ellipse path would have felt much better. Also, I think for a game jam it would be nice to allow the player to restart at the current boss after dying rather than from the beginning. I know it is a boss rush but I would have appreciated being able to restart at the current level. Another minor thing is that I found the 3rd boss to be very easy compared to the 1st and 2nd boss rather than a continution of the difficulty curve.
All that being said I think this was a great take on the theme with innovative controls and jaw-dropping pixel art. There is a great deal of polish and the UI is outstanding. Awesome job team!!!
Thank you so much for the feedback and kind words!! Great to hear you enjoyed it. Glad the tutorial scene was helpful, I wanted to make it helpful but not too in your face. I agree with you that a walking animation would have added a good amount of polish and helped the game overall. Thanks again for playing!
And I've already rated your game, it was a fun one :) Nice job!!
This game is beautiful, amazing job on the art!! The world feels very alive and the consistent art style helps build a very immersive world. The animations are very well done and add a ton of juice to the game, I especially liked the players combo string animation with the banana it looks great. The movement is pretty satisfying but I wish the jump had just a bit more height. The parry system is pretty fun but needs some more visual indicators, sometimes I had no idea whether I successfully parried an attack or not, and could only tell based on whether I lost a life or not. The tutorial is really well done and the dialogue with the flopping fish is pretty funny. I really enjoyed my playthrough but unfortunately got stuck on the armadillo boss and could not beat him. Adorable entry with fun mechanics and great bosses, nice entry!!
Pretty cute game, I had a good time fighting my way to the top of the jungle. The banana throwing mechanic is very fun to use and the gorilla feels great to move around with. The melee attack needs a bit more range imo. I liked that the gorilla faced the direction of the mouse rather than the movement direction, it felt right for this game. The music and sfx do their job adequately but don't particularly inspire me. The tutorial section is great, it teaches the player everything they need to know and does it quickly and simply. The rhino fight is great and I loved how each boss had sooo many attacks and attack patterns it made for a fun time of figuring out their patterns and how to counter them in a souls-like way. That being said the attacks themselves didn't make much sense to me. For example, why is a tiger setting bear traps for me and hurling piss-nados in my direction?? It also would have been pretty cool to be able to lead the tiger into his own traps and stun him for a brief moment. I had a great time making my way through the bosses, but ended up calling it quits after losing to the dark period of the tiger fight. It was a cool concept to have the bosses have a "dark side" that unlocks after a certain health threshold, and it added a good amount of depth to the fights, but I couldn't stand not being able to see 75+% of my screen during this portion. It felt very arbitrary and just thrown in for the sake of being difficult which was frustrating as a player. All that rambling aside, I really enjoyed this entry. The setting is cute, the player movement and attacks are smooth and satisfying to use, and the bosses have a great variety of mechanics and attack patterns. Keep up the great work!!
Thank you for playing our game, and I really appreciate the detailed feedback!! The first boss does get a bit too chaotic at the end lol, I struggled to find a good balance, and at one point nerfed it to the point of boredom, so probably had the final difficulty a bit too high. And the second boss didn't get nearly as much love as the first due to time constraints. I didn't spend any time balancing the attacks really, just wanted to get something playable for Medusa, but I think you're dead on about the difficulty curve for that one. Allowing the player to parry the snake heads in the beginning but not the end is a great idea and one I would implement if putting more time/energy into the game. Thanks again!
really fun game, I thoroughly enjoyed my playthrough. The tops have a great weight to them and the way they interact with the environment (moving crates, the "dink" sfx, etc) make for a very immersive experience. I really appreciate the controls being so simple to figure out, and they have a good amount of depth to them still. The charge up shield combo is sickkkkk and super fun to pull off. I absolutely love the spinny cowboy boss and the wild west setting. I liked how the first boss would show cracking damage to his sprite as he took damage and the rivers flooding halfway through the battle was an awesome twist. The music is solid.
My big criticism is with the readability of the art. There is no clear art direction and many of the assets used clash strongly with others and sometimes have poor visibility with the rest of the game. The first fight in particular the player blends into the background and is difficult to distinguish from everything else. I think a more consistent art style across the whole game would help a lot, and maybe adding a thicker outline to the player/boss/projectiles to make them more readable. The UI is adequate but could use a little love too.
Overall, I think you have a great application of spin with a very fun core mechanic and some pretty unique and interesting boss fights. The charge/block combo and the flooding the rivers of the first map stand out as particularly good moments. Cool ass entry and keep up the good work!!
wooooh fun ass game nice job dev!! Controls and central game mechanic are perfect for a jam, simple to figure out, difficult to master, and fun as hell to experiment with. There's a very nice amount of depth in the gameplay with just 2 buttons. The game can be very difficult (i died 42 times in my playthrough) but it felt worthwhile to push through the pain to beat the game. Hitting a well-timed bank shot during the slow mo portion of one of the blue dots while you are being closed down by multiple enemy lasers is peak gaming. The instant restart and checkpoint system help ease the suffering of dying constantly. The game could feel a bit too punishing at times, but I think for a game like this a higher difficulty is not at all a bad thing. Your take on the theme is pretty interesting and I enjoyed your unique approach to a boss rush by adding a bit of "platforming". Your use of color provides great contrast for things that need it (boss bullets, boss weak point, etc) and the controls are perfect for the game. Really impressive entry, great work!!
I like your take on the theme, it was pretty interesting to move the player around, it feels like a planet moving around in outer space! I thought it was super cool that you can change the radius of the players pathway around the circle and that the max speed of the player depended on their distance from the center. This was a nice touch and added a good amount of depth to the movement system. The UI could use a little bit more love but it does a good job of displaying the necessary information. The style of the player and boss doesn't really match the backgrounds style and I wish the player and boss character designs had a bit more personality. But I dig the look of the background. One criticism is that the controls feel weird to me, I think it would be much more intuitive if you used only WASD or arrow keys rather than splitting them up. Or maybe allow the player to re-map the buttons instead. Overall, I think you have a very nice take on the theme with a solid core gameplay mechanic that would be even better with some more polish and content. Good job, and keep making games!!!
Pretty cool start to a movement shooter, nice entry!! I liked the wheel of danger that would pop up every now and then to keep the intensity high. Some of the movement mechanics were pretty interesting, and I really liked the feel of double jumping into a dash into wall run. The boss attacks were a bit too chaotic and felt borderline impossible to deal with at certain parts, making the fight very difficult. There were a lot of performance/framerate issues on the web build which made the fight too difficult to continue. I really liked the open layout of your level and it left a lot of room for skill expression from the player. The minimalistic environment and UI could use a bit of love but they do their jobs adequately. The boss projectiles had a great level of contrast with the environment which I appreciated. I wish the game ran a bit better on my potato laptop and that things were a bit more polished because I think you have a pretty decent foundation for a movement shooter. Good job and keep up the good work!
Cool take on the theme, this was a pretty fun playthrough, nice job team!! The "beyblade", boss, and environment models are simple but charming and have a cohesive/consistent style throughout that make for a nice overall aesthetic. I thought the boss designs were pretty neat looking and it was a nice touch to have the beyblade controlling them as mechs in the boss intro cutscenes. The boss attack patterns have a great amount of diversity and I really enjoyed figuring out how to best handle each attack pattern. The boss attack mechanics are well-designed. Making the spin meter equal your health bar was an interesting idea and I loved how the player spin animaiton speed changed to reflect it. I really didn't like that shooting decreased my spin/health meter, as it made me stop doing the fun thing of fighting the boss in order to run around the map and fight a spin station that wasn't destroyed just to sit there and recharge (which wasn't nearly as fun). Maybe landing accurate shots on the boss should slightly increase your spin amount, while missing shots decreases it, so that you are rewarded for landing shots and cant just spam shoot the whole time. Overall, this was a pretty fun experience with a unique take on the spin theme and some pretty epic boss fights. Great entry y'all!!!
So the music in the shop menu sounds great. But basically the entire first boss fight it has this weird buffering effect that distorts the song quite a bit. It sounds like the song itself is lagging and buffering, not really sure how to explain it lol. Maybe its related to the framerate issues with the web build? idrk sorry.
And the Rat Barbecue logo rocks!! I just thought the bright colors clashed a bit too much with the rest of the game
Excellent entry, great job everybody!! Probably the most polished game I've played so far: all the sfx slap, the screen shake when you get hit, the professional looking UI, etc etc. I love the art style and the layered backgrounds create such a real sense of depth and made me feel like I was battling creatures in the deepest darkest regions of the ocean. The game controls beautifully, the spin controls are super responsive and I felt like I had total control over the player character. The first fight in particular has an amazing difficulty curve and takes the player from onboarding to challenging fun fight very smoothly. The was a great level of challenge and fun in spinning around to avoid projectiles while also having to shoot the minions that were tracking you. The menu music does a great job of setting the games tone. The reload mechanic is an excellent extra bit of theme application.
A couple of criticisms: some of the deaths can feel a bit unfair as you can get into situations where there simply isn't enough space to maneuver out of the bullets path. This may be a skill issue (don't get into those situations in the first place), and the annoyance is mitigated by the strained heart system (which is another good idea) but it can be frustrating to have runs end due to undodgeable attacks. The worst offender was in the second stage of the second boss fight, when the boss spawns 3 bigger bugs that release bullets on death. I had a couple runs end to their post-death bullets and it was frustrating enough to not push through to the final boss (I may try again later lol).
Overall, y'all absolutely nailed the core mechanic and built a beautiful world around it. The gameplay has spin in its soul and there is a surprising amount of depth in such simple controls. This game feels like something I should have paid for, not a jam game. Superb entry, keep it up team!!
Amazing take on the theme, super unique concept that fits the gameplay perfectly, great job team!!! I loved that there were 3 weapons with distinct traits and the way y'all changed the required mouse speed to spin them resulted in each having its own realistic weight that feels wonderful. The rougelike systems are a nice touch on top of the boss fight gameplay. The art is cute and coherent and the UI is simple but effective. I liked the weapon glinting effects when in the "store" and the use of shadows to introduce the first boss.
Some criticisms: The music seems nice but was so frequently distorted during fights that it was really difficult to appreciate it. This seemed to happen at certain phases of different fights (especially when there were lots of enemies/bullets on-screen) so maybe it could be a bit better optimized for those of us playing on potato laptops lol. There were similar framerate issues at times (web build) which, when occurring, made it basically impossible to swing your weapon correctly. In general, I think it was just a bit too difficult to start swinging your weapon which resulted in a few frustrating deaths of flailing my mouse around to no avail. Which makes for a great theme application but is not the most fun when it happens. Another minor nitpick is that while the rainbow mouse transition screen was adorable, I felt it contrasted with the rest of the game too much and the sudden change from a much darker color/tonal setting to its bright colors was jarring.
Overall, I think this game absolutely nails the theme with a very interesting central mechanic that has a great flow state once you get the hang of it. The world is varied and interesting and the different weapon classes make for some great polish. Awesome entry everybody!!
Really interesting take on the theme, I loved that the bullets curved as well as the ship during whirlpool events, was a great extra detail that really drove home your use of the theme. Would love to see this game with local/online multiplayer, its lends itself perfectly to being a 1v1 battler with different powerups that float amongst the logs. The ships themselves are well modeled but for some reason they didn't mesh well with the logs and water style for me. I can't come up with a specific reason why, but the overall composition feels a little off to me. The music is solid and nice to listen to. I really really struggled with the movement controls. I think a more standard W goes forward, S goes backward, A turns left, and D turns right control scheme would have been much more intuitive and manipulatable. The current system is kind of neat in that it feels a bit like a boat on the water but the trade off of only having 4 directional inputs is a tough one in a game that requires such precise movement. I think the fights are superrr difficult and maybe have a case of "developer being too good at their own game -itis". Like others have said I also got stuck when the big and little ship enter the scene. That being said I think you have a super unique take on the theme and gameplay mechanics that are attuned very well to your take. I enjoyed my playthrough and think you have the start of a potentially very fun multiplayer web game. Nice job and keep up the good work!!
Like others have said, unfortunate about the project being cancelled/unfinished, y'all have a really lovely artstyle and world feel going on. The ouijia board design is badass, the little rabbit guy is adorable (love his walk animations), and the color scheme goes well with everything. The background art works very well and I especially like the bits of texture in it. Good luck with your next projects!!
Wow what a stunning game, the art and world are absolutely beautiful great job team!!! The music is lovely and adds a lot to the tone of the game, the color palatte is a perfect fit and pulls everything together, the boss designs are excellent. All the little attention to detail is amazing; from all the different player attack animations to the spinning marionette icon next to the text box during her introduction to the very well polished main menu. The game has tons of juice and the world is oozing w/ spin with all the layered gears and clock arms littered throughout the level. The world is a joy to explore.
Now for some criticisms. There were some general bugs in my playthrough: one where the game lagged hard when spawning into the marionette boss room, one with the 4th boss getting stuck on a wall, and another where after beating the 4th boss it sent me straight to the title screen. If going directly to the title screen after beating the last boss was not a bug, then it would have been nice to have a more epic ending after doing so much work to build up the intensity of the world earlier on. My biggest critique comes with the combat. The player has 4 different attacks, each with a different theoretical purpose and each with a kick ass animation. The only attack I found viable was the melee one. The varying cooldowns for different attacks was a good one in theory, but in practice it made it impossible to land on the bosses. The bosses move around so quickly that by the time you get the attack out it is too late and you whiff or take damage instead. This coupled with only being able to aim in 8 directions makes it very frustrating to try and land any of the 3 ranged attacks, which is a shame because they are so damn cool looking. If I tried to play "fairly" and swap around with my different attacks I found it near-impossible to beat the bosses, but if spamming melee attacks and cheesing the bosses a bit, then combat became exceptionally easy. There were also elements that I wish had been fleshed out a bit more and served more of a purpose in the gameplay such as the moving treadmills in the intro scene and the coins (?) you collect in the beginning.
Overall, I think this is an absolutely beautiful entry, with music, art and boss designs that fit together seamlessly to create a world with a very real sense of identity. I think finding a bit better balance in the combat and boss attack sequences would have helped take it to the next level. With all that being said, an excellent entry, great job everyone!!
Pretty fun card battle, cool entry!! I really like your presentation in this game, the UI felt like it took up just the right amount of space on the screen and communicated the important things to me clearly. The offscreen wizard hand was a nice touch, and I really liked your different planet sprites. Selecting 3 planets with different strengths and weaknesses based off their real life properties was a super interesting idea for a game too. I wish that there were more interactions between the 3 planets so that you could experiment with different combinations and synergies. Like for example maybe using Pluto (smallest) and Jupiter (biggest) in the same team would have some kind of unique combo based on their sizes. I really enjoyed your drawings and animations for the Rock and Ice bosses but wish there were a couple additional ones (that being said I only had 2 bosses in my game too xD). I think the biggest room for improvement is to have more synergies between the cards to add more depth to the card-playing mechanics, in the current state I found myself just choosing the highest damage attacks until I won the fight as there was little reason to explore my options. (edit: I also think you could have done a bit more with the theme, as the only reference to spin were the planets themselves and the planet selection menu, the gameplay itself had little to do with it.) Overall, I enjoyed my time with your game and the art and presentation are really lovely. Nice work and keep it up!!
There's a lot to like about this entry, great job! The art style is pretty unique and mostly cohesive throughout. I liked all the boss designs and the duck animations were very lovely. Sometimes the color palatte felt a bit all over the place so maybe locking yourself into a more limited selection of colors would help with that. The click to throw mechanic was a very fun addition and added a puzzle element to the platformy boss fights which was a really nice touch. The kitchen/chef level was brilliantly designed, and I really enjoyed figuring out how to beat the boss, really clever stuff there. The theme was not very well explored, the only reference to spin is the attack which doesn't have much to do with the game itself, so that is certainly an area of improvement. I also didn't like the voice over sections, they feel like an AI-generated voice and would have preferred some kind of sound effects over narration. Overall, there was some really interesting level design and some very nice looking art in this game with an adorable main character. I enjoyed my playthrough, good work!!
Thanks for playing and the feedback! The vast majority of the art I made by hand during the jam. The backgrounds, player, bosses, menus, fates animations, boss intros are all completely my own drawings. The harpy enemy I hand made using a free parrot animation for a template. The only assets I didn't create were the wolf and deer enemy sprites (which I altered quite a bit), the spinning stars, and the anger symbol in the player opening cutscene (edit: and the tornado from Cartoon Coffee's pack which I also changed a fair bit). Not sure what gave you that impression.
Glad to hear you liked some parts of the boss fight and thanks again for playing!
Good job team! I liked your music, its set a nice relaxing tone that helped ease the tension of the fast placed gameplay. The boss has some very nice attack patterns that keep the fight interesting. I think the individual art assets are well done but the player and enemy styles don't really match the style of the backgrounds very well. They don't feel like part of the same world and I think trying to stick to the same style for both would have helped, they are all individually nice to look at though! I found the 8 directional controls not a great fit for a game that required precise dashing so often, as I often needed in-between angles that were not possible to hit. 360 degrees of control would have felt better imo. I also struggled quite a bit with finding the lights to dash through and found it frustrating sometimes dashing around the level for ages while never finding one. It is not the most unique take on the theme, but it does have elements of spin. I loved the ripple effects after dashing with the player as well. Overall, I think this was a pretty fun game with some fun boss attacks and stages, solid music, and a nice feeling dash. Good luck with your next game!
I finally know the proper etiquette for business luncheons, playing this game has changed my life and I will finally find gainful employment. My grandmother will be so proud of me.
What an enjoyable experience. Absolutely loved the lore and the emails from Middle Manager Bill, its very well written and genuinely funny, great work. You were able to create a whole world with 3 distinct characters in like 4 paragraphs which is sick. Such a interesting take on the theme too, the game is dripping with spin, well done. The aesthetic kicks ass, the music is gnarly and adds to the vibe tremendously, the sfx are great, the art style is super unique. I think you had a solid difficulty curve and found a nice balance between difficulty and fun. The main menu is great. I pretty much loved everything about this game lol, wish I had more constructive feedback but there's nothing really standing out to me that needs improvement. Some nitpicks are that it wasn't super clear what the big pineapple or fruit platter plates did, so maybe adding a short description of them into the controls section would be cool. The boss design is awesome and it was an interesting boss rush to "wine and dine" the Don, but maybe it would be cool to shmooze with some of his underlings before fighting him? But also maybe not, it was pretty interesting to develop my business relationship with Mr. Belphegor over time, so probably don't listen to me on that one. I thoroughly enjoyed my time with this game, excellent job everybody! Keep it up!!!
edit: +1 to adding multiplayer, and just caught the Lazy Susan Belphegor reference from another comment, super sick stuff