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A jam submission

SpinSoulsView game page

A tiny top-down soulsvania where you only wins if you dare to keep spinning. Yes... Indeed.
Submitted by sebacamaru (@sebacamaru) — 46 minutes, 8 seconds before the deadline
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SpinSouls's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#924.0364.036
Overall#2353.9073.907
Enjoyment#2653.8933.893
Visuals#3964.0364.036
Seriousness#5193.7863.786
Creativity & Theme#6823.7863.786

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Other/Custom

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Comments

Submitted

With more than half of my playtime spent spinning, I believe this game fits the theme really well. Also, the boss fight was a lot of fun. I was confused at the beginning, not knowing I had to enter the left rectangle. But I guess that confusion is part of every soulslike :)

Pretty sick!! Spin mechanic was satisfying, cool final boss too :D (Splash Art goes hard too)

Submitted

Other than the fact that I failed at recognizing what a door is (XD), I had a blast :D

Cool scope, cool enemies, cool look of the game (i'm a sucker for restricted color palette and low res pixel art) and overall the whole vibe is amazing :D

Submitted

dark spins

Submitted

Very good game with good feedback !

The best moment was the boss fight, very engaging and pretty balanced !

I didn't understand at first that black rectangles were portals

Nice work  

Submitted

Awesome game! I love the visuals and how lightweight the game is as well (magic of Löve). The game has really interestin mechanics and also simple visuals but highly engaging. It feels very old school and I had a lot of fun with it! One thing to note is that I didn't know the enterance to the next level was the rectangles, I thought those were walls so I spent like a long time trying to find the door. A better visual indicator would have been better! Overall, really good game! Awesome work!

This is a really cleverly designed game for the following reasons:
1- It was made using Löve (I'm a sucker for bare-bones frameworks so this is totally objective and non-biased)
2- You carved the tutorial in the level using the tiles didn't you?
3- It rewards the player for randomly smashing into candles (any good rogue like should do that)
4- There are no walls, just platforms and the void so you did not even need to implement line of sight check / pathfinding (idk if that was really intentional)
5- The amounts of HP is irrelevant in a good way and the boss fight is the reward itself.

Now some things I did not like were the fact that attacking and grappling are the same action, so sometimes I'd try to hit an enemy, miss, grab a pod and perish in the void. You need to distinguish those actions. By the way the boss fight was really well-made and it was easy enough to guess what had to be done to beat it.

Nothing else to say. Would speedrun.

Submitted

I'm so glad I found this game!  It nails a really cool retro vibe perfectly.  Gameplay is fun; the controls feel great, and there's a nice little variety of enemies.  Graphics and sound design are superb.  I had trouble finding the door to start (didn't realize the rectangles on the sides were ways out), and I got a little lost on some of the subrooms a few times, but all-in-all, this was a very fun game with amazing vibes.  And I love that this was made in LÖVE :)

Fantastic job!

Submitted

Incredible game! Super juice-y and easy to get into gameplay. 5 stars across the board. 

Will say tho, I tried using mouse controls at first (which went against the tutorial, I apologize), and lowkey felt like I was waaaay worse at the game than just using WASD due to personal expectations with games with similar mechanics that have mouse controls (which is that the mouse could dictate where the player is aiming). By no means is that a bad thing, was just something that threw me off when first playing; I pivoted just fine. Not sure if that's an issue or not, but wanted to call it out. Great game either way!

Submitted

sheeeesh that is a really satisfying combat system surprisingly great work!

Submitted

Loved the game, really loved the pixel art. Great mechanics that are layered well. Fantastic job!

Submitted

Incredibly good game!! The gameplay was really fun, the art is simple but it's still very nice to look at, and the music is great!!

Submitted(+1)

Very well done on the theme mechanic, felt like a real game character base around a flail (which actually thinking about it main character wise... isn't done very often! Great vibes

I would like to request a tiny door icon at entrances, I spent 10 minutes falling off edges looking for the first door ROFL!

Submitted

The music was great. There were some platforms with bats that didn't feel great, as you couldn't easily get far enough away to throw at them without falling. The boss fight was great though, as was the music.

For some reason it just didn't work at all on firefox.

Submitted

sensational

Submitted

Amazing game! you wont believe how long it took me to figure out that the black rectangles were doors though.. its embarrassing. 

Submitted (1 edit)

Very impressive work! You nailed the aesthetics, and the level design was fun. My only issues and nitpicks are the health being a bit unintuitive (you get tons of hp that goes beyond your normal limit, which makes you basically only at risk of dying from falling), and that the spinning could have had more relevance.

That might sound weird given you're spinning to attack the whole time, but it feels like it's only aesthetically a spin, as it doesn't do damage when spinning nor does the spin affect your aim. It feels more like a normal charged throw attack with a grapple attached to it, if that makes sense.

Developer (1 edit) (+1)

Hey Psychic Chicken! Thanks for playing and for the thoughtful feedback!

I see what you mean about the spin. My idea was for longer spins to give more damage, reach, and even double hits, but I agree the spinning itself could have been more mechanically explicit.

About the health, the idea was to reward exploration and also work as a kind of self-adjusting difficulty: you can collect more hearts/souls to make things safer, or skip them and go straight to the boss. But yeah, I can see how going too far beyond the normal limit can make falling feel like the main danger.

Thanks again, really useful feedback!

Submitted

5's all the way! Really enjoyed my time with this! Special appreciation for the sound design, music is really immersive and sounds are crispy. Also do you want to work for tripple A studios perhaps? Because fitting everything in just 10mb is mind blowing. Great job!

Developer (1 edit)

Thank you for the kind words, Misha! I'm really glad you enjoyed it. About the file size, I wish I could take full AAA-level credit for that, but that’s mostly the magic of Love2D! It’s a very lightweight but powerful framework. The visuals are pretty simple too, so most of the game’s size actually comes from the audio files.

Submitted

The gameplay was sort of clunky as it did not flow well (nodes for example require you to have max spin in order to reach making them clunky to reach). The visuals were very nice and the game was interesting to play!

Developer (2 edits)

Hey Cuukiez, thanks for playing and for the feedback!

A few points:

  • The nodes don't require maximum spin; the flail can go much further
  • I lowered the minimum spin time required a bit thanks to your feedback, but the jam's theme is about spin, and you can see something related to this at the end of the game 😅