Imo the minigun should reload faster. Also managed to get myself stuck so had to restart once. On day 9 too!
FallenKiteDev
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Damn, was randomly scrolling through entries and this black and white cover caught my eye. I used a similar artstyle myself. In my experience jam puzzle games are either too tough or too easy but the level design on this one was perfect. Short and sweet. Tasteful sfx and sprites. Feels like it could be developed into a full game. Great job!


OMG one of the most creative games I played this jam!! Deserves so much more attention! Initially I though the game was a buggy mess but no everything makes sense. Did get stuck once on the extreme right of the starting bar. But nothing major. Please develop this into full game. Also loved the Piet Mondrian painting theme.
Very nice game! Not very good at it but still enjoyable. Nice call keeping the first level easily solvable by not changing power or direction. Got stuck in the well shaped hole behind the player in hole 3 and had to restart the entire game but was easy enough once I realized the controls could be used on the disc in air. Guess that sort of forced me to read the instructions lol. Only suggestion would be to make that as part of a tutorial level with suggestions on using the keys to control the disc. A lot of scope for level design and would love to see the game developed further. 
Thank you so much for the comment!
Really glad to hear about the parts you enjoyed! Also you are totally right about the difficulty curve of the game. Basically I have a curated set of attack patterns that randomly get spawned. While additional tougher waves do get spawned after getting 2 modifiers, maybe I should have had a easier set for the time before any modifiers. As it stands now the difficulty curve is definitely weird, with one of the hardest parts being right at the start, and probably getting noticeably easier after the first modifier when it should be the opposite instead! But curating such sets, perfecting the rotation time etc. are things that take a lot of time to create, playtest and balance. Working alone, I don't think that level of polish can reasonably be expected in a 7 day game jam, but maybe that's a skill issue :)
One area where I will disagree is, you mentioned that the feeling of dying not being your fault is a bad thing for a game to have. But I see it as a natural consequence of the genre of game. With roguelikes having random generation and permadeath, the chances of feeling that your of death was unfair, is sort of always there. It can definitely be mitigated through tuning, but like I said it was hard to do in this game, given the 7 day time. Also such instances are naturally there more often when you start playing, but reduce as you rack up more runs and gain more skill. And later as you get familiar with the exact mechanics, you get to know what works and what doesn't and once you know that, it gets harder to blame the game, and not yourself. Also games of a similar nature that generate similar emotions do go on to become very popular. Examples could be, Enter the Gungeon, Don't Starve, Downwell, Getting over it and maybe Hotline Miami. It's all a matter of execution, which obviously would be poor for a jam game quickly scrapped together :)
Happy discuss this further if you want to...
First mention of turret!!! Thanks for that! I initially wanted to make it just a maximum of just 2 spawns. To give the player a temporary escape incase they very suddenly overwhelmed. But I wanted to add one modifier that was overpowered in case the player was not able to complete despite many tries and also to reward experimentation. So I added the regeneration mechanic that was there in mines, to this one too.
And yeah games like this require a lot of playtesting and tuning for a good experience. So probably wasn't the best idea for a game jam. And thanks for the idea to change the buy amount too, a brand new and great suggestion! Glad you enjoyed!
Was getting a bit too hard for me so I left and when I came back it all sort of made sense. I sped through it and I hate you for the ending lol. A very creative mechanic that has a lot of scope for expansion. My only gripe is it doesn't really fit the theme. The only spinning in the game was the starting spinner and even that you could stop at any time. Not really "Spin to Win" now is it. Also the controls could have been a bit more intuitive but that isn't really an issue once you read the instructions. Would like to see it released as a full game. Maybe a successor to games like Undertale
Was a bit hard to get a hang of but after a few quick losses made it to 151m. Very nice use of the theme and looks like it could be a good rage-baiting game like "Getting over it". But the art style could be a bit more uniform and cohesive. Certainly deserves more ratings considering I found it in the least rated games list.
Thanks for the comment!
The thing about games like this it rewards people who spend the time getting used to the controls and wave patterns. I didn't realize that in a game jam entry, most people won't play it long enough to get better so maybe this genre itself was a bad idea lol.
But I definitely agree with the hotkeys! But about controlling which way you spin, my thinking was it would make the game more generic and also the theme was to "spin", and spinning usually means rotating in one direction when you think about it. If I constantly rotate between left and right it doesn't really seem like I'm spinning. Also momentum logically makes sense in the space setting, in a game like this where precision is important, I feel it can get annoying real fast. Just my initial thoughts. Will definitely try out all suggestions later with proper playtesting!
UPDATE: Found a bug as I was going on a generational run. The background sort of disappeared when I reached segment 25. Not sure if its easily reproducible but do try. Also at a certain point after I have "deepened" all relevant runes, I sort of feel unstoppable (If I can pay attention). The chances or thread length should ramp up in difficulty ass more segments are being tied which you may already be doing but maybe not aggressively enough.

Interesting concept, but personally I feel there's a lot going on with the controls, and the difficulty curve is a bit too steep. I also would consider keeping enemies rotations slightly slower at least, since as of now its possible to keep spinning around an enemy for all eternity. Needs a bit of reworking, but I hope you continue updating this.
Thanks for playing!!
And I did consider inertia/momentum! It makes total sense given the setting. But it doesn't match with the limited air mechanic. since the whole point was to make moving(rotating) a conscious decision each time. I also considered but in a tiny bit of momentum, for game polish purposes, but for a game like this where precision is important, I think even that tiny difference could cause you to miss a shot an die. Basically I had to hold back a bit on the realism in favour of game fairness which imo is a reasonable trade off.
BTW I LOVED your game, my personal favorite in this jam. Truly a level of polish and atmosphere that I hope to achieve in my games someday. I really hope you and your team keep working on it. Not that it feels incomplete, I just want to see it developing somehow :)
Commenting as I'm playing the game:
- One of the more beautiful games I have seen, not just in terms of the jam but generally, I would describe it as "Ethereal". Perfectly complementing music.
- Ok, spin 3 time weave and loose? I might need to read the instructions for this one
- Ohhh I get it, spin and keep the runs such that I'm able to fill the strand. Simple!
- Modifiers to choose from too? Getting a sense of the game now, like Balatro!!
- Will definitely return and beat my score 351. Very Addictive!!




