I like the concept but not enough to grind past the first harder jump T.T never the less it was a cool concept
jeffercize
Creator of
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Chill and simple game, felt a bit of a disconnect where I felt like I would progress and as the tornado gets bigger be able to pick up bigger objects and earn more money but it seemed like you could pick up everything in all the biomes from the start? Either way it was fun floating around and watching it spin into the tornado
Thank you so much for the review, im glad you really got into it and enjoyed your time. This is my first jam and didnt realize just how little time people typically spend playing each game. So I’m glad you got further into the game ❤️. Sadly the big lag spikes from the particles are due to shader compilation and run perfectly once the fire off once. I think i found a fix but figured it out after the Saturday bug fix deadline sadly.
The UI is honestly fine overall just wanted to share what i noticed :).
In regards to more player agency, not to needlessly plug my own game but I added a mechanic where you spin your cursor around in the opposite direction to slow down the wheel during a spin. (though people have a really hard time understanding that mechanic in my game 😭)
For your game if you wanted to give more direct control I imagine something like rapidly pressing spacebar slows down the wheel slightly, and the faster you press the more you slow it down. So you can nudge the result if you get good and judging the spin and how fast to slow it down. But also i assume your wheel decides the result as soon as it starts spinning?
Amazing animations and art work, really stellar, some of the UI could do with being moved from the edge of the screen though. I also wish I had a better understand of what a super spin was/what it did. The modifiers feels fun and interesting, its a fun short game though the game often felt out of my hands which can be frustrating
I enjoyed the unique take on the theme and the cute art, I would say I wish the movement buffering was a few less, at one point I accidentally lost track of what was happening and sort of just had to watch all my queue'd moves play out, but I found having a movement queue of some size a huge QoL and the game had a lot of other touches that clearly showed a love and care for the game
I don't know what aspects of the models you created but some tips: the dealer could use with the shading being set to shade-smooth (it should carry through on export?), also the text about the wheel could use a higher resolution, I believe this can be best achieved by increasing the resolution of your subviewport and then the text in turn if needed. Otherwise I liked the unique mechanics though I did find them a bit overwhelming and I think the game would benefit from slowly introducing them and maybe an easier camera angle to view the board
