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(1 edit) (+1)

The movement felt nice, and the level design was pretty decent and fed into itself well, I never once got lost and could tell where I was on the map just by thinking, which is exactly what you want! The enemy design was clear and concise, if I saw an enemy once, then I was able to recognize it in the future on a glance based purely on movement behavior and design, so great work there. The gameplay elements of a platformer/mild metroidvania are there, and once again play nicely with the design of the game.

Honestly the only thing I would change would be to add some rewarding sound effects, some longer dialogue box intervals, and to polish the speed, or dampen the 'waiting' aspects of the gameplay, especially the fidget spinner. It's your main unique mechanic, so it's what should feel the most rewarding to use. Unfortunately right now it just feels to slow to give the feeling of "I'm throwing this thing". Overall I'd say you have more than a good foundation since my main gripes come with fixes that equate to mild tweaks and slight polish.

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Thank you for playing and highlighting so clearly what could be improved :)

I am not sure if you figured out that you can throw the spinner faster by scrolling faster, or still find the max speed to be too slow (or you would get rid of the slower speeds) . In any case, the main mechanic of throwing by using the scroll wheel should have been explained better. 
I really like the idea of different throw speeds, where each has a different strength depending on the situation (e.g. close up and ranged target), but it definitely could use some more polish. I opted for a return speed similar to the throw speed as I thought it was more realistic. An instant return without any explanation or return speed faster than the throw felt off to me. Maybe a kind of lasso mechanic with visual indication where the player can decide when to quickly reel the spinner back in could work.

I did NOT know about the variable speed, that explains a lot!