Very nice. I appreciate the easy mode and that you can hide targets to not cheat. Good idea!
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Spinning Turret's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #20 | 2.609 | 2.609 |
| Creativity | #21 | 3.043 | 3.043 |
| Overall | #22 | 2.768 | 2.768 |
| Fun | #23 | 2.652 | 2.652 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This is, in concept, a great mechanic for a game, or even a great concept for an arcade game, and a perfect arcade game if it’s one of those that feel impossible. I was very excited to try and aim correctly, but I’ve found that I couldn’t do it even once, except when I had my eyes open. It’s a very difficult game! And what’s interesting is it has so many accessibility options. I tried with the default beam, the “easy” and the “light”, but they all very hard.
I think it would help if there was some music ambient rythmic things to help do it. A lot of rythm games do have that, and that is usually helpful.
I commend you for all the accessibility settings you thought of, and for the finished project. It’s much easier to play with eyes open because I can see when it is about to get to the laser, but with eyes closed I really have to rely on my internal metronome, and I feel like I’m doing it right, but I never really can do it. I’ll share a VOD with you, which will be up for a few days, once I finish my stream.
Edit: Vod - https://www.twitch.tv/videos/2715373474
Nice submission!
I found it to be a more of a test of my internal metronome than my reflexes, but it was a nice challenge nonetheless. There are many opportunities for improving this with sound design, and I think the other suggestions here would push it in the right direction. But as-is, it’s functional and well-executed. The only thing I’m really noticing is how it might be helpful to announce the speed aloud when the text changes on the bottom of the screen (but it’s sort of obvious once things get moving).
If I had to do it, I would probably have a synth for each enemy, which has some modulation and filtering to it that intensifies as they circle around you and enter your crosshairs. Maybe make it musical and change it up every round with different scales or chords? But there’s really no wrong way to do it—they could be fighter jets against your anti-aircraft gun or bleeps against your bloops too.
Something else I might consider is the left and right controls applying some thrust rather than abruptly changing velocity. Imagine trying to match their speeds instead of finding the perfect timing? It would fundamentally change the game, but could be a fun experiment?
Thanks for playing and for leaving such a detailed comment.
I still need to experiment more with sounds but I did recently experiment with having the game say whether a shot was too early or too late after it was suggested to me but because the turret can rotate in either direction and enemies move slower or faster it became a bit confusing. In the end I felt it was clearer to let players judge that from whether the beep happens before or after their shot, along with the new “degrees off” feedback in my update made today which definitely helps. I have changed the language url again too so I'm hoping this time it won't speak in Portuguese.
I really like hearing ideas from other developers even if it could be useful for another game. One of my goals with making games is to inspire others, so suggestions like yours are always appreciated!
It's a rhythm game. The problem is that I have no way of knowing if I'm missing because I'm late or because I'm early. Maybe a different missed shot sound would help.
Congrats on the submission. I found the timing to be really hard, and I wonder if the combination of moving the turret and moving targets make it too challenging - potentially there could be additional audio cues to help "lock on".
I'm also surprised at the different Text To Speech between the beginning instructions and in-game readout. The in-game readout for me was really hard to understand and sounded like a raspy wisper. The starting Text to Speech was so much clearer and easier to understand - it feels worthwhile to just have that one.
Note: that was on Mac OS X, when testing on Windows, the default voice was easier to understand. There may be some settings or configuration to change there to make it easy to understand on both.
The game can definitely get quite challenging, even on the easier settings. On Lite Mode (with bigger bullets) you can rely more on reaction time, but on the other modes it’s more about learning the rhythm. You can choose to rotate in the same direction as enemies ie go clockwise to give yourself more time to shoot them. If they are too slow you can go the other way.
I’m hoping that balance adds some fairness and replayability. I also updated the game today so it now tells you how many degrees off your shot was from the centre of the nearest enemy — so if you’re only five degrees off, you will actually be very close! The voice will be different now as I'm still trying to stop it talking in Porteguise for some.
Thanks, I really appreciate the feedback! I wanted to keep the bleep simple since clarity is so important, especially for blind players. I did experiment a bit with other sounds, like a sonar-style blip. One thing I didn't get round to doing was giving each of the four enemies their own distinct sound which could have added more variety.
I really like your idea about enemies making movement sounds. Id love to explore giving more sound options in a future update maybe rustles or buzzing and others






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