While the game gives you plenty of resources to beat it, since there is no way to influence the RNG, it can become a really really frustrating experience to waste spins into what basically ends in a back to back "damage" zone or trap zone, sometimes the slot feels like it stop in a good spot just to move one more time and land in a bad spot, might be a delivered choice by the developer, but still, you end with a sour taste in your mouth.
Regardless was a really fun game, visuals and audio are great choices, and the way the slots spins feels really good to watch
Viewing post in Lil' Ghost Goes For A Spin jam comments
Yeah, I get what you mean. I really wanted it to be a nice combination between rng and strategy but couldn't implemented it in time. I actually already code in some stuff that helps to strategies more but couldn't find a time to use them properly(consumables that locks slot so traps couldnt reroll them, luck increasing mechanics etc.) Which is why if I decide to develop it little more to polish it after the jam I will prioritize the strategic mechanics. Thanks for the feedback!