I saw this on someone's stream and I had to try it for myself, and it left me wanting more levels! It reminds me of a platformer game I like [understatement] called We Are Eva. If you made this game longer it would be a really fun game to speedrun.
Cathy Kimport
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I've played a handful of games that do some version of "add stickers to a spinning wheel" entries for this jam and this one is done the best that I've played so far. Both in terms of game mechanics, with the number of options being small enough to get a handle on but big enough that there's still depth, and also in terms of presentation. It's clear what everything is doing, the graphics are big enough and easy to recognize even when they're spinning around. Well done.
Only frustrating bit, I think the early game might need a little bit of difficulty tuning. If I didn't finish the first two rounds with spare spins to buy relics and stickers, my run would end in round three or four basically every time, so it was a little disappointing to have to restart so many times before getting to a run where I could really get into the rhythm of the game.
Hey, we had kinda similar theme ideas for this one!
I LOVE the art direction here. I would have like to have more headlines, even within a single playthrough, I saw repeats. Making us try to juggle both public opinion and employer opinion was a really clever mechanic, though it would be nice if the game waited for a beat when you submitted the headline and gave you more time (and maybe more cues) to process how your choice affected your approval ratings.
I got one run to over a hundred spins with like 15 wheels on the board and that was super satisfying.
My main bit of feedback: I did miss a lot of the mechanics at first (I didn't try the blue star shop button on my first run, I was just focused on food my first run, and on the second run when I clicked the blue star shop there was no tutorial for anything), eventually I figured it all out out. But considering the whole fun of this game is with adding wheels and stickering them up I would make that a lot harder to miss.
Cool concept but REALLY could use some better visual prompting to explain the controls on the first screen. Like a 🔄 symbol around the mouse or something instead of just the button clicking.
And half of the challenge was just the jankiness of whether or not the sword actually stuck to a surface or not. I did make it to the end of the game though. Clever idea.
The spin-based tools are a clever idea -- I love a game that incorporates 'stimmy' kinetic controls like this -- but I think the idea needs a bit more refinement to really work. Like, when I was down to the last two enemies in a wave it was really just down to luck if I was going to hit them while, and it was just frustrating. Same thing while watering crops, sometimes there was a single plant that just wouldn't get hit by any of the water droplets after multiple spins. Points for the concept, it's just a little bit under-ripe.
The core game loop is fun though and the art is absolutely top-notch. I love the character design here.
This is a real polished, well-made entry, I had a lot of fun with it!
Even after I had unlocked all the upgrades I kept playing for a while because it was fun to just explore the depths and see what other new stuff might be hidden buried deep.
If you ever build this out to have more late-game content then I'd love to keep playing it.
Really well-polished game here. High marks all around.
Only bit of feedback: I almost gave up on the game about two minutes in because in the beginning it is just so slow before you've got enough spins to unlock the first few upgrades. I stuck with it though, eventually wound up getting to like 20 million wins and a cacophany of bells and lightning strikes and had a good time.
There's so much depth in this concept, I really like the wheel mechanic and I really can see how this would be fleshed out into the kind of game you could spend hours upon hours with.
Some of the basics were kind of unclear though, like enemy attacks. And due to the depth there were a lot of features I just wound up ignoring because I forgot what they did (like the spells)
This is a really good entry!
There's a lot going on here and I totally missed some of the mechanics my first few plays, like pressing tab to spin the wheel for abilities. There was stuff going on in every corner of the screen and I just wasn't sure what to pay attention to. That's something that could be improved upon. But the core loop is fun. There's the start of something here for sure.
Was there supposed to be music? I saw a console message about it but never heard anything.
And furthermore… people engage with your game in a different way if you’re actively seeking feedback from them compared to how they engage with it if they find it in the wild, so I’ve learned the hard way that even if you’re reliably seeing comprehension and engagement during playtesting, that doesn’t mean you’re gonna get the same thing after launch…




