Nice!
The concept is pretty engaging to me, and I could see this pulled a lot farther. Near the end the numbers started to get pretty hard to read, and I had to rely mostly on the colors just to know what happened. I can see a larger wheel having trouble being translated to the player, maybe play around with an easier way for the player to read the wheel, like a drop down menu displaying the values on the wheel and how much of it they take up?
Being able to manually control when the wheel stops took out a chunk of the rng element to the wheel spin, tapping space fast enough let me stay generally in the same region. I don't actually think this is a bad thing, it gave me more agency as a player which I think would be lacking if you made it complete random chance. The design did a good job at keeping me grounded, and if I got a bad roll I usually didn't blame the rng element, but rather my prior choices to add that segment or stop the wheel at that certain time. Good game


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