I like the idea. There's definitely some things to polish, like having a button to skip all the waiting. What I think is more important though is that the jackpot and the mini-games should be better connected to each other. As far as I can tell, the jackpot can change the speed of the games when you roll the boosts. I don't think I ever found out what the mushroom does, so I'm sorry if some of this feedback is unfair. I really wish that you took that idea a bit further and added other modifiers or events that change the mini-games depending on what you roll for the jackpot. Just to toss some ideas for modifiers: fake popups that you have to close out to focus on the game, or a cat you have to pet every five seconds. Rather than automatically taking away or giving health immediately based on if you roll the skull/heart, you could give that health if you succeed at the mini-game with the heart, or do double damage if you fail with the skull. Anything to tie the mini-games and the jackpot together would really help the idea shine. The mini-games also felt very repetitive. Once I succeeded at them once, I succeeded at them every time. As it is, I don't feel any tension, relief, or suspense with the jackpot because it is pretty much a luck-based timer for when it tells me to stop playing. I did enjoy the game, or else I wouldn't have written all this, so take this wall of text as a compliment!
Viewing post in Spin Out of Debt jam comments
Thanks for the thorough feeback, it means a lot ^^! We wanted to change skull lvl1 to double damage, cause we also think its a bit unfair to just randomly loose 1 health, but we ran out of time, there were things with more prio. If you want to know what every modifier at every level does, you can click on the how to play inside the game (was a last minute addition to the game). We definitely need more minigames for more variety for sure and we had so much more planned. More modifiers is an excellent idea, we need more that change the minigame entirely. Mushroom should be one of those, but we didnt had time to implement that, as we prioritized the game loop first. I think the game has potential, it just needs more meat on the bones and yeah i definitely agree on a dialogue skip button or at least dont make the game freeze for minigame descriptions. In general the minigames need more polish and should be easier to read. I can imagine that it can be confusing at times