Really impressive for the short amount of time you had to work with on this. Cute creature design and good incremental build up. If you were to expand on this one area it’s lacking in is the visual variety.
SpiderSink
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The way the legally distinct spinners clash is amazing and its really fun when it works but the parry timing is too inconsistent and it ends up feeling random whether or not you’ll win. Consider changing the way the spinning works because spinning the mouse in a circle that much will lead to wrist damage.
I really really like the aesthetics and style of this game. The writing too is really well done and the atmosphere you’ve created here is incredible. However i feel like you created a game and then tacked on the theme requirement to it as an obligation rather than worked with the theme to create an interesting concept. Regardless I really enjoyed this.
I think the main polish you should work on is readability. The Ui is rough to get a hang of at a glance and some pop ups telling you what ability you got at the start would be nice too. Another thing I’d suggest is an small indicator pointing towards where the enemies are as the first 30 seconds of each run were just me moving aimlessly trying to find enemies based on sound. I’d also suggest having it so you take 3 hits before dying instead of 1 to make it feel more fair and easier to grasp what you’re doing wrong.
I love the art, and the gameplay is some of my favorite in the entire jam. My only issue is that i wish the buttons were mapped a little better, middle clicking when on browser would trigger the automated scrolling and would constantly get my game stuck and lead me to take unnecessary damage. I love the spinning mechanic but i feel like it’d have been better if there was a keybind to pull up the bullets as a toggle rather than holding right click as it made it feel a bit annoying and hard to keep track of what im trying to do
The most unique take on the theme I’ve seen so far! I honestly liked the difficulty, it was just lacking a tutorial to get things going but i feel like the challenge is part of the experience honestly. My only issue is that if you fail you have to retry from the first level which is more frustrating than challenging.
i like the idea, getting her flowers and wearing the top hat was so cute. the mechanics were a bit awkward but its a good concept. it would be good to display the objectives to the player before they start the level, as i only happened to realise there’s an objectives button in the last level after dying a few times
I love the concept. but i wish the diamonds were a bit less spread out as it felt hard to get a proper run going. I feel the fun in these types of games is found more in how consistently you can maintain a certain pattern of motion while hazard increase rather than hoping the rng blesses you with what you need to get further. Ie. more hazards, more diamonds would’ve been nice. But overall i loved it!
Thank you for the feedback! Unfortunately we spent so long trying to make the game actually work without breaking every 5 seconds that we only got to playtest it a couple hours before the deadline and we had the sudden realisation that it is completely incomprehensible to someone experiencing it for the first time but it was too late to fix it at that point :(
