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zerobadideas

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A member registered Feb 24, 2021 · View creator page →

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T-pose is optimal spinning posture :) thanks for playing it. I definitely should have thought through the formulas better, it is easily breakable. But I'm glad it's enjoyable even temporarily.

Thanks, I just wish there was a point to half of the upgrades lmao. My planning didn't cover "but why would they want to upgrade max nausea?" it was more just "i have six variables that factor into game mechanics, let's just make five of them upgradeable with no consideration of specifics." I appreciate you taking the time.

Thanks very much for taking a chance on it. I planned it out pretty extensively on Sunday, and worked on it Monday between noon and midnight to end up with a mechanically finished game I was really proud of. I thought that was all the time I'd have for it, so I did what I could. Then I managed to find about 10 hours across the next four days to make tiny tweaks and scrutinizing things like font and how UI buttons light up when you hover over them and adding widget animations to more things than necessary. I'm pretty proud of it. Beyond making it prettier and fixing the numbers behind the scenes (ie if you buy Equilibrium exactly 10 times, your dizziness meter just never ever moves again and you can spin infinitely, oops), I'm not sure what I'd add or change.

My apologies, I missed this reply. I'm not sure what context I could give you. I just watched it bounce around until it didn't. I guess it must have hit the seam between the bowl and the floor, but why that made a difference or why it fully clipped through is beyond me. When I went back to try again, it did a similar thing, endlessly bouncing and always seeming like it was one bounce away from escaping, and then it clipped through the bowl again, but not the floor this time, so I was free of the bowl and finished the level.

Thanks for the feedback. I originally had her stop immediately, but it felt jarring. I didn't think about how fast she might end up going and then slow down at the same rate every time, should have at least had her slow down relative to her speed, if not stop immediately. I'm glad you enjoyed it, at least. 

Thanks very much. My apologies for the confusion, i had built in a function to have spins worth more confidence over time, but then i forgot about it and didn't want to rearrange my ui for a new button. So behind the scenes, for every ten lifetime spins, you get +1 confidence per spin. However, when i was testing a bug someone else found, i saw that i was gaining +18 per spin towards the end, but when i saw the score screen, it said I'd only done 70 total spins, so my spins should have only had a +7 (possibly still ridiculous), so somewhere the math isn't mathing. I'll investigate. 

Y'know, i was just saying in the discord that the only thing I'd change is upgrade values, because i picked what seemed fine and didn't extensively test. I may need to clamp some values. Thanks for taking the time to play and comment, though. I appreciate it. 

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10/10 for letting me feel like I did something awesome by getting the ball to the end of the first platform on the "rewrote physics" round 4 and then launching it off the end down to the pins to skip the other platforms entirely. Did it take 8 shots to finally do it? Yes. Would I have taken 20 shots to get it? Also yes. The narrow bridge should have been earlier to force me to learn to not have spin on the ball, then give me rebounds and the like.

Edit: Hmmm. I launched the ball straight at the bowl, not expecting it to just go up and over, and it did not. Instead, it just started bouncing around in circles, riding the wall of the bowl. Intended? It seemed like it might just bounce up and over, so I let it ride. After a minute, it clipped through the bowl, and I thought I was free, but instead it fell into the void. Still, though, you'll always get me to try a mini-golf style game.

Thanks for playing and commenting. I actually set the volume of the audio file itself to 0.5 and hoped that was good enough for now, but I felt stupid for not using the information about metasounds I literally just learned this past semester. The options menu saying there are no volume controls was a joke early on because I assumed I wouldn't get around to adding audio at all. Sorry she vomits on you, maybe don't spin too much ;)

if you spin clockwise, orange rocks should be popping out from where the auger is drilling. but what to do with them from there is beyond me. they don't seem to go into the bin on the right

Spin it the other way

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I don't really understand. The wheel turns, and if you turn the right way, you get orange rocks. But you don't spin by interacting with the wheel, you click sort of above the wheel, and it isn't obvious that you have to move the mouse around to rotate the wheel, because sometimes the wheel doesn't seem to move how you expected it to move. I initially thought I had to hold left-click above the wheel so it would start spinning, then release, let the wheel's momentum carry it past halfway, and then hold left-click again. I was spinning it the wrong way, unknowingly, but it was the only thing I seemed able to do. I made a bunch of orange rocks, threw them off the side of the screen, and I guess that's it?


Edit: my bad, there's a second screen to the right. Somehow found it randomly by while spinning. But... it doesn't do anything? I expected to put some orange rocks into the receptacle and nothing happened.

The presence of the flip flop as an off-hand weapon is certainly a choice, and I would love to know where that originated. And the people with animal masks: why? The roulette wheel to generate stat changes was unexpected, and felt out of place in an abandoned office building, but a neat way to make a guy think he has any control over his fate. I did notice that the green ball landed on 33 but the green stat changed 32%, but that's programming for you. I also wondered what "enemy count +1%" would even do, if anything? Add 0.05 enemies?
Do the stats stack over time, or is each spin unique to each wave? I seemed to always have 16 bullets shooting 4 or 5 enemies. Not my kind of game, to be honest, but it was very impressive.

Really cute retro graphics.  Would have played this on my Gameboy 30 years ago no problem. I didn't get it at all at first, then as I was spamming X on the windmill as I had no other obvious control over anything, I noticed the windmill moved at certain angles. Finding the right angle in the time available (still not sure what causes the game to end) felt tedious, but weirdly satisfying. I played for 6 days, kept checking the info screen for power generated and used to see if it made what I was meant to be doing any clearer, and then I noticed I was also generating money but didn't know why, so I wandered around to see if anything became interactable with money (does not appear to be the case). I don't know how long I'd play it if that's all it does, but very interesting for such a minimalist design.

It took 4 game overs and reading the comments to suss out that I only needed to make cuts that intersected the dashed lines. I would have liked a do-over for level 2, but I just didn't want to start over. A neat take on the concept of bisecting a play space to trap an enemy or object, but the cutting delay was unexpected and frustrating.

She thinks it's so funny when the character throws up rainbows, but she also scolds me for spinning too much. Can't win with a six year old, I guess.

Play it here for yourself without my kid chirping you the whole time: https://zerobadideas.itch.io/a-summer-spent-spinning