This is a moving-tower-defense style game with light rogue-like elements. 

Use the planet orbiting your star to destroy the antimatter flying at you. Avoid those grumpy little antimatter meanies to keep your star safe.  Positioning your planet between your star and incoming antimatter is key!

Collect plasma (xp) from the destroyed antimatter to unlock orbits, add planets, increase speed or health, and so on!

This game does not currently have a “win”-state. Get your star to as high a level as you can without losing all your health!

This game was made for the JuneDev June 2026 GameJam - Spin to Win!

I have plans to expand on the project in the future :)

Credits:

Art & Programming: Me, TheFeatureCreep (aka Frousteleous)

Music: Alkalabs

Sound Effects: Shapeforms Audio; JDSherbert

Comments

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(+1)

Oh man, i have so much to say about this! First of all, congratulations, fantastic game, i just gave it a 5-start rating on all categories!

Visuals and sound: The art is probably a bit inconsistent. (btw please do NOT look at my game, it is the most inconsistent art you will ever see :D ) While it could probably be improved somehow, it does not at all stand in the way of the fun. Music is nice and fits.

Gameplay: Great, very engaging

UI and progression: Here is where i could imagine an improvement: 

Now, balancing this game must have been a nightmare, and you did a fantastic job, it stays challenging while i still have a clear sense of progression. In order not to overpower the player, it is natural that you had to pick very small upgrades like 0.02 to your speed. The problem is that this is not super satisfying for the player, there is no visual clue that you just got an upgrade, and you certainly don't feel it. Same goes for the health stat, since there is no HP indicated. 

If you decide to work on this game further (which i believe would be an excellent idea since there is a lot of potential), maybe you could explore the possibility of a skill tree / tech tree. And maybe let the player decide when to enter the tech tree and purchase an upgrade. 

Controls: They work well, but mouse control would be nice, too. Also, this game seems super easy to adapt to mobile, i would really consider it! This could be a very nice mobile game.

Sorry for the long comment, but it's rare to find games that are as engaging from the first second to the last! Congratulations!

(1 edit)

Thank you for such a detailed comment! Everything you said here is absolutely stuff I want to do. I started the jam a day late and it's been a blitz, so I onyl got done what I could done. Mouse control is in the game (Hold down left click), it's just...a bit clunky for now haha. 

I'm not sure why I decided to leave the HP amount not showing, so that's an easy fix. 

I definitely want  to set this up for mobile at some point. 

As for art, everything but the background was basically meant to be placeholder unless time allowed otherwise (time did not allow otherwise T.T)

On the balancing thing, all the speeds used to be MUCH higher but you could get to level like 25 easily with a "lawnmower" effect on planet spins, trivializing the game. So I opted for everything to be small numbers. There is some strategy on what you pick depending on what upgrade cards come up. naturally with later additions, these will likely all feel a bit better. 

Once again, thank you for such a detailed comment <3

(+1)

really fun!

(1 edit)

Oh, 52! Nice! Around 50 is the current ceiling of realistic end for most people. I'm glad you liked it.