Thank you so much! Im glad you liked it :)
Ive actually been continuing working on this project, hoping to turn it into something better! Ive gotten multiple pieces of feedback about reloading being a pain point, and I have plans to change that. Thank you so much!
Bodaciouslycrazy
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Thank you :D
As of right now, the reload is pixel perfect, your mouse has to be all the way touching the edge of the screen. I set the mouse mode to captured to help make sure your mouse doesn't go off the edge of the screen, but im not sure if that works in windowed mode... This will likely be changed in the future! Thank you for the feedback!
Absolutely incredible visuals, and very polished gameplay! The wheel mechanic is very inventive too. But holy hell, there might not be another game on this planet that im worse at than this, I can't get past the first chapter. Apparently there is 3? Im freaking cooked
I feel like the player's bullets should be a different color than the enemy bullets, that would make it easier to respond to enemies shooting at you
Took me a fair minute to figure out what was going on, but after a bit I got the hang of it!
I particularly love the pixelated art style, and the models/animations of the wizards. Although I think the camera angle could be adjusted to make it look more cinematic, and the Wheel being placed at the corner of the screen makes it hard to focus on that and the particles at the same time. Those are minor issues though and I was able to enjoy the game anyway :)
Fantastic entry. I love how the anxiety wheel just keeps spinning most of the time. It all feels too real.
I think my only complaint is that the green parts of the wheel *increase* motivation and focus, but *decrease* pressure stress and anxiety, that confused me a bit...
Eventually the game just stopped the music and emails, but the wheels were still playable. I dunno if that was intentional or not, but holy hell did it feel surreal, like not of this obsessing over work mattered.
I had the game crash on me once though - be on the lookout for bugs.
"Did I take my meds today?" STOP- YES I DID. Did I?
Yea.... Maybe I should get diagnosed with ADHD...
Very interesting mechanic with the wheels! With so many different options, you can reach the targets in different creative ways. I like that a lot!
I do think the UX could be "spiced up" a bit (lolol). Maybe mousing over a section on a wheel could show how it would affect the flavors if you were to choose that option. This would help make it more obvious which ingredients do what and give the player more info to plan off of!
I also think its weird there is nothing stopping you from just spamming the serve button and getting a super high score.
Regardless, I still enjoyed playing this one very much :) The sound effects in particular were fun
Absolute blast, I have a soft spot for boomer shooters and first person games with wacky movement! I just love bouncing on walls and dunking on random strangers walking by with my wizard powers.
I especially love the art style, it looks fantastic! I wanna learn more about how you make textures and UVs. Also, whatever shader technique you used for the disk is fantastic :)
I feel like my only complaint is that you can kinda just ignore the wheel mechanic and spam random spells at people till they die. I wish there was more to it than just dealing more damage to enemies of certain types. Regardless, I had fun anyway. Fantastic job!
I freaking jam with this vibe so much, the cute art and colors, the funny enemy description text, and the surprisingly deep wheel mechanic makes this one of the best ive played. I have yet to get through stage 3, im... not that good... But Im going to continue playing cause I feel like I haven't even scratched the surface with this one.
Was this music made specifically for the jam? Also, where is that "COMON!!!" sound effect from, I have definitely heard that before!
Thank you so much for the feedback! I'm glad you enjoyed it :) I am also glad you liked the over the top voice lines, making them was a blast!
The difficulty is something I contemplated on a lot over the jam, and im curious to hear everyone's opinion. I am personally a bit split.
On one end, the difficulty I feel like is very akin to the kinds of games this was based off of; arcade shooters. They can be difficult, sometimes even a bit unfair. Its rare to see someone last for more than 3ish minutes. I feel like that challenge can really push people to explore strategies and hone their decision making skills down to gut-based reaction. "Tension" is probably the core term I would use to describe how I balanced everything - the wheel encourages you to slow down and plan your choices ahead of time, but the fact that enemies shoot back and need to be stunned encourage you to frantically fire back and protect yourself. Those two mechanics oppose each other which creates tension. But if you manage to solve the wheels well and quickly, you are rewarded by not needing to reload much at all - the reload is essentially the punishment for making poor choices on the wheel (which is why I made it a bit annoyingly long). All of that was intentional, yes. But just because it was intentional doesn't mean its not frustrating...
You aren't the only person who has been pushed by the difficulty, some of my friends have also expressed similar complaints. I am aware that people are having a difficult time with it and I want to alleviate that, but i'm also reluctant to change any of the mechanics cause I feel like it would dilute the tension that I find so integral to the game. Even making the reload faster I feel would negate the whole ammo mechanic - if its *too* safe to reload, then there is no punishment for making bad decisions on the wheel, and that whole wheel mechanic becomes null meaningless.
The telegraph warning that you are about to get shot is exactly 1 second. This value was picked arbitrarily, and I didn't get a lot of time to experiment much with how easy/hard it is to react to that. Of course, everyone's reaction time is different. According to what I can find on the web, the average human reaction time is around 200ms or 1/5 a second, but thats without accounting for making a decision on the wheel and taking the time to aim. The real reaction time in my game is likely much larger than that. I would ABSOLUTELY LOVE to put some analytics in there and see what the average reaction time is in the game, then I could tune the length of the telegraph precisely based of that average. I feel like putting the telegraph time to somewhere between 1 second and 1.2 seconds would be ideal, but thats just my gut. I have no numbers to back that up.
One thing I could do is make the reload an actual action that takes continuous effort than just shooting the edge of the screen - like maybe repeatedly shaking the gun? This would make the player feel like they are actually rushing to reload the gun rather than waiting to get shot while the reload animation completes. And if you are fast enough, maybe you can reload the gun faster and be vulnerable for less time? I feel like this would make it feel less like you are forced to get shot because the reload animation is slow, and more like you were shot cause YOU were slow. It could put more agency on the player's action and make reloading more active without completely blowing up the wheel mechanic.
But thats just a theory though. A GAME THEaohoae shoot me. I dunno, does those thoughts appeal to you? Does it make your blood boil? Tell me what you think!
I was having some extreme trouble running this in my browser (Brave), but after switching to basic google chrome it seems to be running MUCH better now.
I absolutely love the graphics, the dithering shader and lighting, the particle effects of the wheel, and the retro windows look, all looks fantastic! The passive upgrades also mixes up the gameplay a decent amount, I feel there is potential for many interesting ideas with other upgrades.
Fantastic, very well done :)
I'm absolutely loving it. Its hectic mayhem, and I love that you can never fully predict how the gun will act.
The music fading in and out seamlessly was a fantastic touch!
You used Probuilder to design the level, correct? These levels look clean and give you lots of room for movement! Very nice
There are some minor issues that could be fixed, but they didn't stop me from enjoying it :)
-I seem to have no sound effects? Dunno if thats a bug or it just isn't there. Its particularly annoying when enemies are behind you, and you have no way of knowing.
-The mouse sensitivity seems to be changing at random sometimes?
Fantastic game :)