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Tea!

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A member registered May 11, 2020 · View creator page →

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Ah yes the money printer build lol. Thanks for playing!

Very cute! I think the concept is a lot of fun and I enjoyed bouncing between the planets and watching the deliveries get satisfied. I think that the ships inventory could maybe be rethought as most of the time the stuff I had was offscreen so I would just go between the planets not really knowing if I had what they needed. Even with that being the case I still had a good time jetting around. Great work!

Oops! Esc is supposed to open the pause menu, not exit the game so you found a crash unfortunately.

I appreciate the feedback on the timer, that's a new one! I'd probably consider removing it on future versions as well but my playtesters never really bumped into it (bc they played the game too much by that point I imagine) so it slipped under the radar.

I did want more info on hover and a few other places, but this was my first game so by the end there my spaghetti code for the UI was making it take a really long time to figure out any UI changes >.<

Thank you so much for playing and giving feedback!!

Thank you for playing!

Arg! dang bugs.

Sorry you crashed but I'm super glad you enjoyed it!!

Thanks for playing! I actually had mars auto fire in the earliest version of the game but I kinda wanted reasons for the player to not just always be spinning. I think I could probably revisit the idea of auto fire with a limited range like you suggest. Thank you for the feedback!!

The character art for this game is really really good!! Gameplay was fun though I was having a lot of trouble filling the break-dancing spin meter, maybe just a skill issue on my part lol I still had a good time with it

Shockingly polished for a game jam and very fun! I could definitely see playing a full version of this a ton. Could definitely use some more juice on the special attacks, I ended up not using them much after I got them bc they didn't really feel super different from the regular attack. The hold E to interact could use some kind of indicator you are doing it as well, felt a bit awkward sometimes. The art and theme are really intriguing and was the main thing that got me to save this to play when I spotted it.

Overall great job though, this one gets full marks from me!

Aw dang saw ppl talking about this on in the discord and I was super excited to try it but I'm on Linux unfortunately. 

Good luck in the jam! This game looks really promising (and I love trivia)!

Very fun and serious game! My main critique would be that the camera angle is quite awkward. My natural tendency was to aim it pretty far down when walking to seem myself but when I had to shoot I needed to snap super far up and then I wouldn't want to keep it there bc I'd be looking too high to see the terrain I was navigating. Overall very good entry tho!

The fighting was fun but I had a hard time telling how much damage I was going to do vs. take. Maybe some kind of speed indicator could help? Other than that the art, music, and vibes were superb! 

This is one of my favorites so far! Extremely creative take on the spin theme and also genuinely very serious. The music, sounds, and VA created an incredible atmosphere. I think the idea is great because, as a game, my instinct was to try and figure out how to win on the wheel but in the end the relationship fell apart anyway because I was focusing on gambling.

Very well done!!

The visuals and sound for this are off the charts! But, as others have mentioned, the spiky ball is really hard to control. I ended up just running past the guys at the end bc I kept mixing up the buttons. Maybe if you made the spikes out by default and the detach doubled as a retract for the spikes so you can use the ball in platforming? Would probably help to simplify the controls. I think the concept is pretty good though once you can tweak the control difficulties!

I'm not really sure what this had to do with the spin to win theme at all though.

Very simple but tbh I played it for way longer than I expected. I really like the idea for the drink modifiers, esp. the ones that are based on the round you are in, made checking the shop on high rounds and planning what to buy a little more interesting. Didn't really feel the effects of the luck buy maybe I'm just unlucky lol

Nice job tho! It was fun to chill out and just spin for a while.

Oh cursed laundromat such a fun idea for the spin theme! The game was very stressful but I'm sure that's the point. My biggest gripe would be that I was super overwhelmed right after hitting play. Maybe darkening the other machines, items, and stuff not relevant to teaching the basic concept, then slowly introducing them through the tutorial would help. Great job overall though the audio, music, and visuals were all super great!

Yes, I definitely plan to do some number adjustments after the jam lol. Thank you for playing!

Glad you enjoyed! tyfp!!

Thanks for playing and mentioning the tutorial specifically! I found making that concise but informative to be one of the hardest parts haha

Oh interesting, I did not expect that control combo to ever be an issue lol

Thanks for playing!

Thanks for playing!!

Oh wow thank you so much!

Thanks, glad you enjoyed it!

Thank you for playing!

Thanks for playing!!

Thank you for playing!

Yeah, the prices only got implemented at the last minute so there wasn't a lot of time to consider. The sun was also going to heal after boss waves but I decided not to implement it for the jam and also most people can't get past the wave so it wouldn't have helped anyway lol

Thank you for playing and for the detailed feedback!

Cute little game! I love the dog chasing his tail for the spin theme and the levels were decently fun to solve. I did have a little trouble with the stretch mechanic. I think once you confirm the stretch Spwins butt could catch up a lot faster bc sometimes I was sitting there like "did I pull it in?" Other than that though nice job!

Great game! I did not look at the gifs on the page before hand so I was very caught off guard when I threw Pjotr instead of the ball lol. The story at the beginning is very charming as well as all the art really and the sound effects are cool too! If I had to suggest something to improve I'd say the upgrades could be more interesting but for a jam scope this is perfect.

Those seem like good ideas! I was actually thinking about this at work yesterday lol. I think maybe if you create a circle of darkness around the edges of the screen while it's spinning it might help. A lot of motion sickness things in VR do something similar when you are walking and I think shrinking/de-emphasizing the amount of spinning content would help a ton.

The vibes and atmosphere of this one are incredible! I played the first 10 levels by clicking and dragging and I was gonna say that it's very awkward to do since the smallest movement sends the number miles in the wrong direction but on level 10 I noticed you can scroll the mouse wheel to change the frequency which was so much easier.

I'm not sure if the game told me that at the start and I'm just blind, but it's definitely the better feeling control method.

The music is amazing! I like the concept too but as others have said it's just a little too fast. There was a point where I could not open a door bc I simply just kept walking past it and couldn't line myself up. I also generally wound up waggling the katana instead of spinning it but doing drive by's on the enemies was very fun.

Thanks for playing! Yeah I think both me and my playtesters got too good at spinning so I ended up over-nerfing the XP gain. Thank you for the feedback!

Fun concept but yeah as others say I basically never ended up using the spin after I had a few turrets and once I got the laser turrets I had enough money to just fill every slot except for 1 shield and was basically unkillable.

Maybe having a variety of weapons that work on different things coming at you so you need to spin to use the right tool?

Repairs were also basically free so I was just spamming it any time something took a bit of damage and a repair all or hotkey for it would be good if you want repairs to be frequent.

Overall I had a fun time going through all the upgrades and beaming the asteroids and ships was pretty satisfying!

The animations and art for this are really cute! The idea of building the wheel like a deck is cool but I'm not sure how much the actual spinning adds to it since it's pretty easy to move the wheel exactly where you want. Maybe if the wheel parts had dynamic sizes so you could semi control the randomness but not remove a roulette wheels inherent randomness? Dunno I'm just spitballing here really but overall great work!

I was drawn to this game for the art and it certainly delivers, its so cute! The dialogue was nice and I like that it seemed to hint at something deeper. Gameplay wise I think I'd have liked to see a little less empty walking and more complex puzzles puzzles, maybe some types of interactions between the tools? But that can be done with time! The boss fights were fun but the second one really had a ton of hp so it started to drag a little. Not sure if I was doing something wrong.

You have a good start here for sure! though I'm not really sure how spinning related to this at all.

I really think you have a cool concept with the spin farming! The combat was a tab on the frustrating side though since usually my spuds would shoot to the immediate left and right of the enemies. In the end I was just wiggling the mouse slightly over the enemies to fire without spinning.

If you leaned a lot more into the spin farm mechanics I think you could make something really unique with this concept.

Neat little game! I could not for the life of me beat the last fight though and after a few tries my arm started to hurt so I had to stop.

I can see some of a kind of ebb and flow thing going on with the spinning and the other combatant being stunned, but they recovered really quickly. I think if you leaned into that a little harder it might help the games complexity and help my arm not start to hurt as much.

lol this happened to me as well, didn't realized it just kept getting bigger if you never stopped shaking it.

I like the concept! In practice I was quite confused about which way I needed to spin the track. It kind of seemed like it didn't really matter which way I spinned it, just that I was spinning the record at all when the arrows came. The art was very cute tho and the music was fun!

First game I am giving 5 stars all around! There were a lot of things I really liked about this. The weapon variety was fun and I really liked the modifier system making you consider where to place each weapon. I was going to say that it'd be cool to be able to rearrange the weapons on the planet but once I got to the point I had all the upgrades I had plenty of cash to just rebuy things and experiment. I also really liked the story and specifically that you incorporated the spinning into it with the sunlight requirement for PETAL (also I'm a huge sucker for a good acronym and you had a few!). The enemy variety was also quite nice!

As for my constructive feedback, I think either the planet is too big or the plat area is too small. I felt very cramped the whole time even without trying to dodge the enemies and a lot of times they'd be in my weapons because the weapons were so big.

The "lore" text was a little small and that made it kinda hard to read on the background. I think this could be fixed with either shadows under the text or just bigger text as it was a lot easier to read on the buy menu.

Finally, I reached max level wayyy before the gg screen which was nice in that it let me experiment with the weapons, but I feel like the back half of the game kinda lost that sense of number go up that is really satisfying about bullet heavens.

Overall, great stuff!