Very crazy concept, and holy heck is it mind-numbing. I would have liked to be able to reverse rotate as well, so that we could finesse the correct angles instead of having to hold Q and E the entire time after we missed the better spot, but it's fine. However what exactly are the "tutorial levels"?
Play game
Spinner - Game Jam Game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme | #860 | 3.667 | 3.667 |
| Seriousness | #1378 | 3.286 | 3.286 |
| Audio | #1536 | 2.810 | 2.810 |
| Overall | #1777 | 2.876 | 2.876 |
| Enjoyment | #2168 | 2.476 | 2.476 |
| Visuals | #2753 | 2.143 | 2.143 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Comments
This was certainly a unique take on the "spin the game area" games. I think with the camera issues for this one, you needed occlusion (so you could see the player through objects) and some kind of 3rd person camera you could swap to that changed the movement controls to match the new angle (i.e. pressing W would always move the character forwards). I did get some semblance of strategy towards the end, but I almost felt like I was just abusing the physics engine seeing what surfaces I could jump off most of the time. I think the levels needed a bit more colour as well, as quite often I was having boundaries from different surfaces blend together. While I wouldn't say it was much fun, it definitely made me think.
Metagame cog 96/126
Definitely one of the coolest ideas I've seen in this jam, but also one of the hardest to execute well. With such a unique control scheme like this, it could take the whole length of the jam, if not longer, just to make it feel good to play. I love how ambitious this game was, but unfortunately it fell flat for me. It felt less like puzzles, and more like fumbling around until I stumbled into the goal. The music fits perfectly though. Speaking from personal experience, it's very hard to make music for a puzzle game that isn't distracting, but you did a great job.
the concept is very interesting and has a lot of potential but it just doesnt quite feel fun to play.
i'd suggest replacing the free-move camera with a third-person controller, because it can feel really hard to control the player with the free-move one. i also agree with the commenter below that there should be proper controls for each axis.
First of all, WOW. I love this concept and would honestly buy a full game of this. I have this page bookmarked to come back and actually try beating the game. The controls feel a little tricky to get the hang of, I think it would help if there were proper controls for each axis rather than Q/E just rotating on a strange 3D plane. It would also help if I could somehow switch between freecam vs player movement instead of having to use IJKL for freecam.
That all said I love this concept, 5 stars across the board from me! ~ Winter
I'll be totally honest, I could barely pass any of the levels, I usually just tried random rotations until I got something that worked out. That being said though, this is an awesome concept for a puzzle platformer.
I'll be totally honest, I could barely pass any of the levels, I usually just tried random rotations until I got something that worked out. That being said though, this is an awesome concept for a puzzle platformer.
I like the idea! The music is really nice too! The camera controls are what feels like it holds it back. Some of the levels I got motion sick (and I don't normally get that), while others I just could not get the rotation I needed :( Maybe being able to rotate relative to the camera, or rotate the map with WSAD would help so you have a tad more control.
Good concept.
I had some problems to clear some level, because I got some motion sickness.
It would be better if you could turn the cube left/right and up/down
the idea is pretty neat and i like the vibe you went for, but it being a fixed camera you can move around somewhere else reeeeally makes this so much harder, i struggled a lot on the tutorial levels
Nice, vibey puzzle game, but I feel it often relied on luck rather than a consistent solution? The spinning spiked cube in the centre of the final yellow room for instance: My best way to get through just relied on holding Q and E and moving right along the wall and hoping I didn't get hit until eventually I made it through sheer number of attempts.
Not all puzzles are like this of course, but yes, quite the difficult game you've put together (ESPECIALLY with the fixed camera). Not necessarily a bad thing, but I feel it jumped in difficulty far too quickly.





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