Play game
Wheel and War's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #4 | 3.576 | 3.576 |
| DOES IT LOCKPICK | #10 | 3.545 | 3.545 |
| DOES IT MOVE YOUR BODY OR MAKE YOU FEEL THINGS | #19 | 3.273 | 3.273 |
| DOES IT WHEEL | #20 | 3.909 | 3.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Steam Collection
Yes
Leave a comment
Log in with itch.io to leave a comment.


Comments
Love the inclusion of both mechanics and how you used them. I like how lockpicking is slightly less precise and that there's both a payoff for doing it perfectly, but not an explicit punishment for failing it.
I wish I had a bit more guidance on what spell I was making, and overall the game could use more feedback on what's actually happening in terms of enemies taking/dealing damage, what kind of spell I'm going to make, etc.
Great effort for the jam and I'm excited to see more.
congratulations on your first solo jam entry!!
the lockpick being used as a maintenance item is generally a cool idea imo and this is no exception, juggling it and the wheel while trying to kite things is a cool base for a gameplay loop.
naturally sounds would go a long way here, i'm also pretty bad about considering how sounds get designed into the game but I think having placeholders asap is a good strat that I'm going to try next jam...
Cool way to include both minigames! I really like the feel of the pressure of balancing positioning, choosing spells and recharging the staff.
If you would include better feedback like sounds and effects, it would be awesome!
Also cool art and thumbnail!
Glamorous idea! I am amazed, that you managed to create a game that so neatly combines so many mechanics that just work together. One of my favourite games this jam.
I find it perplexing that no one is posting their times. After few attempts I got to 2:42.234 - I request someone to beat this time so I can beat it back.
Really cool concept. I wish it was more clear what color spell you were using and how much damage you were doing. (Suggestions: A healthbar, and if you make the fireball white with greyscale shading, you can use the "modulate" property to match its color to the element)
[edit]
OOOOOhhhhh... I misunderstood what was happening. I was pressing "Q" again to select a spell, instead of space, so I never actually changed spells, which explains why I couldn't hurt some ghosts. Very cool, actually. Maybe just a better indicator that the action is being canceled instead of confirmed.
This is so stressful in the best way possible I love it
pretty interesting combination of both! really like the idea of spells, especially their graphics lol!! sweet stuff, really sweet stuff