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A jam submission

Roulette RechargeView game page

Reload your magical ammo by spinning the roulette wheel.
Submitted by Dylan_Bee — 16 hours, 17 minutes before the deadline
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Roulette Recharge's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#7163.7223.722
Audio#11563.0563.056
Overall#12153.2443.244
Creativity & Theme#13683.3333.333
Seriousness#14693.2223.222
Enjoyment#15522.8892.889

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Godot

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Comments

Submitted(+1)

ended up just running all the way right, until I ran out of level. it felt hard to control what spells I could shoot & some were hard to hit enemies with. the player seemed to have infinite hp? the spells seemed to work they were interesting, but I struggled with hitting things with them or timing which ones to get. I think the wheel sort of hindered my ability to learn them, and that I got 6 that did give me some time to try and learn them. the music and assets were cute I liked em, the character controller seemed pretty good.

Submitted (1 edit) (+1)

Fun game! It did feel like enemies had a little too much HP though and the sound crackled when taking damage, but that can be an issue on my side

Submitted(+1)

Really cool spells! I especially liked the orange one that spawned falling blocks! Unfortunately, I got through the tutorial room and then the game didn't progress afterward, it was stuck on a black screen. But from what I did play, there was quite a lot of content! You had 6 different spells and various enemies which is definitely a lot to pull off in just 7 days, so congrats!

I would say my feedback is similar to what others have said! Mostly just the slippery movement and the large amounts of knockback. I also found that some spells felt unbalanced, but that's to be expected for a jam. Going forward, you could  probably increase the damage output for some of the spells like the bomb since that one has like a "wind up" time and is difficult to aim upwards. I would say adjust the damage output and such based on how easy it is to actually use the spell or something like that.

Overall, really cool idea and very fitting for the jam! I personally found the controls to be fine, but I guess it's subjective. Congrats!

Developer

Thanks for trying it out!

So strange about the black screen. I never encountered that. Might be an issue with the fade-to-black level transition. When it happened, could you still hear music and sound effects? What browser and OS did you use to play it?

And yeah, I definitely need to tweak and rebalance some things, especially the spells and knockback. At first, I thought the bombs would be overpowered if they did too much damage since they release several projectiles, but I didn't factor how hard to aim they'd be.

I'm glad you enjoyed it so far!

Submitted(+1)

I could still hear music, and I'm using Chrome and Windows 10. These kinds of issues really suck since they're hard to reproduce ;-;  but best of luck! 

Submitted(+1)

The game is pretty difficult, I’d say in part because my character felt very slippery, and the knockback effect is a bit too strong. And some of the sound effects were a tad too harsh for my ears.

But there’s potential in this game! The different spells are all very unique and creative, and I kind of like how they can harm you too, so you have to be strategic of when to use them. I also really like the graphics, very pleasant colors. :)

Great job on this game!

Developer(+1)

Yeah, I probably should've reduced the knockback a bit. Sorry about the sound effects! Do you think the sounds were too loud or more of an issue with the sounds themselves? Or maybe too many sounds being played at the same time or too often?

I'm glad you enjoyed the art! The Pear36 color palette was used for this game.

Good to hear you like the concept! I'm considering expanding on it with spells to learn and more power-ups, such as one that can temporarily slow down the wheel.

Thanks for trying it out!

Submitted(+1)

I think the main sound I’m thinking about is the one that plays when you get your spells. It’s relatively loud. but more than anything, it’s very high pitched. And since you are getting spells often, its a commonly replayed sound.

But it’s a nitpick. I think your game is in the right track!

Submitted(+1)

i love casting spells

Developer

I'm glad you enjoyed that! Did any of the spells stand out as your favorite or least favorite?

Submitted(+1)

i liked the blue bomb spell and the green spike spell

Submitted(+1)

I wish I was better at this kind of game, but this doesn't mean I didn't enjoy myself playing it !

I love what you did with the theme, love the music and the visuals. Really like everything you did ! One thing I wasn't a fan of were the controls, maybe I should've tried switching up because you're giving us a few possibilities but I stuck with Z/X/C, I kept mixing up the keys and being bad and dying, BUT this is not my genre or predilection so it might also be on me ! 

Anyways, really great idea and great execution, and I forgot about this but I like the fact that the new spells come first in the "next spells" list, it makes you think wether you should recharge now or after emptying your magazine

Developer

Thanks for playing! I'm glad you enjoyed it!  The game did turn out harder than I intended.

I do seem to run into this issue with jams where people struggle with the controls.  Z and X in particular since no one seems to agree if X or Z should be jump.  I personally like X for jumping and Z for actions but that's just because that's the default input for NES emulators. I really need to get around to learning input remapping. Do you have any suggestions on what control setup would have been easier for you?

I'm glad you picked up on that mechanic! I did want there to be a little strategy for recharging your full queue or just part of it.

Submitted(+1)

I really liked this game. If you just made the levels easier, it would really let people get into a flow-- and expirment more with the mechanic of switching the spells and casting it. But honestly? I had fun. I played this way longer than most game jams, because I could actually do stuff. I could run and jump, and cast spells. It was fun. 
I just got mobbed at the end room.. :D

Developer

Yeah, the game turned out harder than I wanted. Seems like I run into that issue in jams with making my games too easy or too difficult. I'm happy to hear you liked it enough to play it longer! And yeah, that last room is rough. I suggest using the orange blocks to take out the enemies. They even let you make platforms over the spikes!

Submitted(+1)

Wow, this is GREAT. And I kind of suck at it, lol. (This was meant to be a mouse-and-keyboard-accessible jam, so the focus on gamepad controls with keyboard controls as a difficult-to-use afterthought is not exactly appreciated, but I can't pretend that's entirely why I'm bad at it LMAO) 

Incredibly well-designed and well-made, I hope it gets a lot of traction bc it's DESERVING!!

Submitted

apologies for the spam i did not mean to comment three times. predictably this jam is making the site slow

Developer(+1)

Wow, I'm glad you liked the game! The game did end up harder than I intended based on what other commenters have said as well.

Just to be clear, the game was tested with both a gamepad and keyboard, so the keyboard wasn't intended to be an afterthought. I'm assuming you're referring to what the NPC says in-game about the "superior gamepad controls." That was just me acknowledging my preference for playing with a gamepad instead of a keyboard, but the game is intended to be played with either one :). I see why you may have interpreted that way though.

Thanks for playing and for the kind words!

Submitted(+1)

we are destined to be rivals... take up your gamepad, champion, and face me in battle!!! my mouse dexterity has never been defeated!!! lol

Submitted(+1)

had a lot of fun with this one! it felt like a really cool immersive sim where you solve moment to moment threats with the spells that you gain from the recharge spin wheel. some spells were more often preferable than others, but i felt like the spells were diverse enough utility-wise to cover most scenarios (except flying enemies which were the most difficult to deal with imo). i really love how some of the powerful spells stay pesistent as hazards on the map, really adds a layer of cool decision making to the game. i can easily see this concept explored further. congrats on the submission!

Developer(+1)

Thanks for trying it out and for your feedback! I'm glad you enjoyed it!

I do feel like I should have balanced out the spells better. Seems like dealing with the flying enemies is giving people trouble. My intended optimal strategy for the ghosts is dropping the orange block on them with good timing. The block can defeat them with one hit. The eye enemies have the most health so they are definitely the hardest to deal with. I would usually get them with the orange block or wall jump to their level and shoot the flames or the solar blast (the yellow power) at them. Though I probably should have made more spells that attack upwards.

I would like to revisit this concept at some point with more spells and enemy types.

Submitted(+1)

nice movement, the controls feel good, i like the art style and the sfx was nice, i didn't feel like them was used to its full potential though

Developer

Thanks for trying it out! Could you elaborate on your last sentence? Is there something you think the game is lacking?

Submitted(+1)

sorry I ment "theme" not "them", I felt like the spinning part was unnoticed

Submitted(+1)

Very fun! I liked the spell casting and the sprites and music were really nice, its just the platforming felt a bit hard and it felt that some spells barely did any damage so it was a  bit hard but i really liked the concept

Developer

Thanks for playing! I was worried about the game being too difficult. I tried to balance the spells by having the ones that are harder to land (like the orange block) deal the most damage while others that are easy to hit with (like the tire) deal less damage, but perhaps I will need to continue to balance their stats.

Submitted(+1)

Very good game! The sprite were incredibly nice looking I enjoyed the animations the cube slime rolling around, the eyes shooting out water drops, the player was the best by far waving the wand bobbing up and down Idle y. The audio definitely captured that mysterious dungeon theme. I disliked the difficulty and spells maybe I'm just bad but I was nocked here and there from the green spikes, almost nothing could attack the flying enemies, and I found the bombs basically useless except for them being one of the only spells to attack upwards. The spin theme was creatively used for the spells.

Developer

Thanks for trying it out! I forgot to mention on my game's page, but the witch's sprites were made by RougeyRose. The rest of the art was done by me.

The game is more difficult than I intended and it seems a lot of people are struggling with the flying enemies in particular. The bombs I intended to be used when there is a lot of enemies in one area, though I probably should have made it stronger to compensate for how hard it is to land hits with it.  

The green spikes can be avoided if you use them while under a low platform. There are also gaps in the spikes you can move under to avoid being hit. The orange blocks deal the most damage and were my intended go-to for dealing with flying enemies if you get close enough to them.