Spreadaton is a collection of fast-paced party minigames where your reflexes are tested and you juggle between two hand positions to adapt to each unique minigame!

  • Destroy all the viruses! 🦠
  • Don't let the news get shredded! 📰
  • Start a Global Warfare! 💥
  • Create abstract art! 🎨

Keep the Spreadaton going... how long can you last for?

Made for the 14th Pirate Jam 2024.

Credits: (Team AstroPixel)

  • Narsell
  • omelled
  • Basurita
StatusPrototype
PlatformsHTML5, Windows
Release date Jan 27, 2024
AuthorsAstroPixel, Narsell
Made withGodot
Tags2D, Arcade, Casual, Godot, party-game, Short
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksTwitter/X

Download

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Click download now to get access to the following files:

Spreadaton_Game_Design_Document.pdf 3.3 MB
Spreadaton_32.zip 92 MB
Spreadaton_64.zip 92 MB

Comments

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This was a really awesome game idea. I especially like the way you tee'd up each control scheme before hand, except for the very start of the game, it made me feel prepared for each scene, leading to fair fun gameplay. I enjoyed the variety of input and gameplay options, and am a big fan of the Warioware series, so I love to see it. I really loved your custom CRT monitor on the main menu as well. Art and sound is pretty good overall, catchy and fun.

As for critique, I feel like the game doesn't have a cohesive artistic style to the various assets/ui/screens etc. I think that games can do this on purpose to great effect, though, and your game isn't so bad in this respect - but I think a cohesive UI and main menu might tie together incohesive mini games, if that makes sense. This isn't a major complaint though.

Even though the description immediately told me, I didn't know this was a party minigame on my first screen, and I got a bit confused about what to do and what kind of pace of game I was playing, so further illustration could help with that. I really like your control scheme examples, but in the Spread the News mini game I was a bit confused at first because the instructions told me to place my fingers on the ASDF JKL; keys, but I didn't understand that meant any key on the keyboard.  I think some small tweak could help with this, but this is a minor issue as once I got it, I got it. I think mapping action to more than 1 button can help players interact with sequences on their own terms, so when the game says press space, it might react to space or enter or any key on the home row. Just my opinion, though.

Overall really amazing work, y'all should feel proud.

Thank you so much for taking the time and giving us a detailed review, it means a LOT :)
That's some good constructive criticism and we agree on all points.
We struggled with resources and time to create all the assets we needed so we ended up using free assets from other sources, I think that's the main reason the UI and some elements don't feel cohesive enough. We finished the game very close to the deadline so we didn't have enough time to playtest and catch some of the issues you mentioned on time.
Thank you again! 💜

I know what you mean, I was working down to the wire as well. That's life! haha.