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Dueling Wheel's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| DOES IT WHEEL | #30 | 2.586 | 3.167 |
| DOES IT LOCKPICK | #36 | 0.816 | 1.000 |
| DOES IT MOVE YOUR BODY OR MAKE YOU FEEL THINGS | #37 | 2.177 | 2.667 |
| Overall | #37 | 1.860 | 2.278 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Steam Collection
Yes
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Comments
The models and everything look neat, but I wasnt sure what the different slices of the wheel changed, as my opponent died without me swinging one time lol.
I really like the idea of wheels being something you use in fast paced combat, but im not sure if there is any strategy to choosing how you move or attack. Just selecting the biggest orange slice every time seems to do the trick.
With some mechanic polish and improved UI though, I can see this having insane potential.
Definitely in need of a good coat of polish, and maybe a touch more time in the oven besides that, but some solid bones to work with. A For Honor-ish combat system with wheel inputs is intriguing, but here it's definitely held back by being able to freely put inputs as quickly as possible to spam down the opponent
I was interested in there being a positional element, able to move around and presumably choose when/where to encounter the enemy, but I didn't feel like it had much of an actual impact on the combat. It was nice though being able to move around and treat the game more like the 3D environment it is, instead of just being something more static like Punch Out.
I'm thought the sound design/combat sfx were appropriate and helped to ground the combat a bit, in a way it definitely wouldn't have been if they had been missing. And having the animations being tied to the directions of the wheel was a good touch as well, another aspect to help sell what it seemed you were going for.
If you keep polishing this and get it to a more finished/playable state for the collection I look forward to seeing what becomes of it.
Interesting idea to use the wheel for the orientation of the attack.
It is a little hard to keep track of how good you're doing. Maybe moving together the UI elements (the wheel and the hp) to an easier to see location could work better.
Also just always choosing the biggest attack works out in the end, that could be adjusted.
i loved the presentation! the zoom out on KO was cool.
there wasn't much stopping me from just mashing the 4x slice on the wheel.
although a bit empty, pretty good stuff!