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A jam submission

Spinny-Roly 64View game page

A game about rolling and bouncing around in a cool little world.
Submitted by Nomnom (@Nomnom_ab), tofu — 1 hour, 6 minutes before the deadline
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Spinny-Roly 64's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#314.3434.343
Overall#604.1784.178
Visuals#1114.4414.441
Audio#1153.9803.980
Seriousness#2594.0104.010
Creativity & Theme#2624.1184.118

Ranked from 102 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Unity

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Comments

Viewing comments 79 to 60 of 79 · Next page · Last page
Submitted(+1)

So im a bit late  to review this:P
But dw I rated the game on the last day of the rating period (just kept procrastinating writing a review)
So ya, i WILL be going off my memory and the images i took while playing :D

So for starters, it took a bit of time to get used to the movement system (with it feeling a bit floaty jumo and the slow acceleration and deceleration when rolling.. Like it felt a bit TOO slippery)
Tbh both those movement "problems" kinda became or to be more accurate started to feel like an intended part of the game.. I mean they made sense (especially the slow acceleration and deceleration due to you just rolling)

But there WAS this part where that was just plain annoying

Honestly.. This was the only part where i wanted to quit :sob:
The small edges of the pillars with the rolling? OMFG xD
Im not sure if its doable completely while walking but iirc i couldnt get enough height and speed to cross the big gap with the wall blocking your path without rolling

Other than the movement, there were also some places where camera clipping became a problem

I think it was this part? when you are climbing inside a tower iirc
and finally you had to jump from this platform to the door on the opposite side, but if you just tried to look at that doorway the camera would clip and youd just be seeing the wall  from the outside :sob: 
Here, i just had to line up correctly, look at the doorway while the camera clips out the wall and jump blindly 

(really both these are just nitpicks cuz you already polished this SOO much in a SINGLE week i cannot expect anymore from anyone lol)

But other than these?? this was SOOO MUCH FUN! 
The amount of visual variety with different zones and stuff? The music and sfx? The amazing level design for each zone (for the most part :P as yk, i did struggle here and there.. referring mainly to that 1st point with img1 above)? 
and ofc.. not to mention the FUKING SCALE.. the world is SOOO BIG

Also, the circular design of the map where you end up at the start and only then can continue to the next area was peak level designing xD

In the end i think i missed  just 1 last collectable trophy 

oh btw, only AFTER i finished the game did i realise that there was a pause menu XD

Anyways..
Ive seen you already have a couple of updates released that I havent tried, hopefully Ill try them out soon aswell haha

Overall, the game was genuinely VERY FUN and i stll cannot believe how you managed to get SOOO much done in SUCH little time..
This is truly one of those times that i have concrete suggestion or a core thing that id like if it was better
I mostly had problems with the slipperiness.. and the floaty jump but those have probly already been looked at in the post jam updates so far..
Im not sure if the camera clippng is still a thing, but that might definitely be a thing to look at

Anyaways, congrats on doing soo well and getting in the video aswell!!
You guys really deserved it!
Keep the good stuff rolling 😭

Submitted(+1)

this is so whimsical!! and wonderful and beautiful!! the music n art are phenomenal...so much love was put into this game and it makes me so so so happy. im not the best with platforming so this is a game i would have to put a lot of time into to fully master it, but it would be time well spent (and i will come back to it). rolling around is quite fun, although i do have a little bit of trouble with charging your jump in ball mode, maybe an indicator of which direction you're going would help? either way, fantastic job!! i cant wait to play more. it feels like an honor to have played this honestly ^U^

also bonus points for playing as a lil rolypoly pill bug fella :D

Submitted(+1)

Lovely game! Really good job. Great visuals, beautiful style. Had a blast! Only managed 120/160 before raging, but I will be back!

Submitted(+1)

The best game i ever played in the jam I dont have words to say but its pretty good and i am amazed that u made that only in 7 days 

the movement felt great the world felt great too the graphics are chaming the music is insane I LOVE THIS GAME DUDE hope for a full release

5 stars across every category

Submitted(+1)

gosh this is amazing

stellar presentation, I honestly think this is a perfect entry to the jam, the theme was incorporated in the best way, and you just can't help but smile playing as this lil guy

obviously the nostalgia factor helps but nah this is so clean 10/10

Submitted(+1)

I loved how the game looked and the movement was spot on!

Submitted (1 edit) (+1)

I'm a huge platformer fan and I really enjoyed this! The movement felt great, and I liked how fast you were going while rolling + jumping. I also liked how you kept all your height from smashing down, I managed to use that to cheese the parkour trophy behind the gate you had to open, since I just bounced in there haha. My only complains would be that the enemies were no threat at all since they didn't really target the player, but I can imagine that's a lot of work in a week maybe? I would also have liked to roll a bit faster while in roll mode, but maybe you had it like that to encourage bouncing around more since that made you super fast? Other than that, great game and good job finishing it in a week with collectibles and three different areas! 

I did have a softlock jumpscare in this corner, since I didn't really get how to get more height, but after bashing my head against the wall for like 5 minutes I made it out haha

Developer(+1)

I'm glad you liked it! :D 

The enemies are mostly there as a vibe, and to perhaps show the player their true colors (totally the reason). I did plan for something more "targeting" but didn't want to debug ai for this haha. I also was going to use the metal bug for the bouncing on top for something, but didn't have time to figure it out.

Also, yeah the bouncing is the main intended way to zoom around! I'm poking the controller postjam to see if I can make some parts feel a tad better for sure though :)

Also, there are four areas, one may require collecting all gems perhaps ;)

Submitted(+1)

Omg I saw it on the cover images I think? The second I fell down in the mountain, I gave up on collecting the gems because I thought I was already doomed. When I realized I could loop back around I sadly didn't feel like going through the whole game one more time. 

Developer(+1)

If you want to see it, I have a video on the game page :D

Submitted (1 edit) (+1)

Holy crap this is amazing! I clocked the Siactro inspiration immediately, which is not a bad thing at all because I absolutely love their games. Great job!

Developer (1 edit) (+1)

Hey, thanks for playing, and thanks for the kind words! Also, a fellow Siactro enjoyer I see :O 

Since you've played some of their stuff (I assume), do you think a steam version would benefit more with the "level" warping they tend to do where it's small to medium sized levels and a bunch of them? That would also be a bit like Spyro too actually (just started playing through that). Or would it benefit more from the single "level" I have now, which is obv way more difficult to manage/dev for... I'm leaning toward levels, but I'm unsure, as I'm also trying to sorta stay similar to the old gamey feel too.

If you have any thoughts about that, let me know!

Submitted(+1)

I think the smaller levels would probably be better, as it gives clear defined moments where you can pause the game and come back later. Up to you though!

Submitted(+1)

This game is so well made! I can't believe it was created in just 7 days! The scale is so impressive, and everything feels so polished. The movement is fun and reactive, it has a lot of juice, great game feel, and it just feels so nostalgic to play. You really nailed the N64 feel. It's probably in the top 3 most impressive games I got to try in this jam, and I'm probably going to keep playing it even after this review.

Submitted(+1)

This is so well done! I love the roly poly model. Very cute. The areas look great; very retro style which I'm a huge fan of and has great level design as well. Crazy good work for how much time we had!

Submitted(+1)

Really fun entry! I think the movement could be a bit tighter, as right now it feels floaty, particularly the jumps. But I'm keeping it tabbed so I can continue with it later. I've got to at least pick up all the gems!!

Developer(+1)

I'm glad you are having fun with it! It is a bit floaty yeah, although it is slightly intended to make bouncing around more fun and less "realistic". I'll look into making it slightly tighter though as I'm working on the post jam update(s) :D

Submitted(+1)

I had to peel myself away from playing, this game is so freaking good. The movement is tight, the level design allows for great exploration, and I literally had an "oh shit this game is a GAME" moment when I discovered the underground. Bravo on absolutely crushing this homage to N64-era collectathons.

My only gripe is that I wanted one more type of movement tech. Ground pounding made sense when I'm stationary and in mid-air. But when I'm moving forward and coming out of ground-pound-jump, I reeally wanted to charge up a dash. This was a big desire in the underground, where I got stuck at a point where I just couldn't seem to jump high enough. Would feel amazing to keep channeling/building momentum mid-air rather than hurtling to the ground.

5/5 on everything, can't wait to see this on Steam one day.

Developer

Thanks for playing!

Which part of the underground was it? Can use the video on the page for a timestamp if needed. However, generally if a jump feels too high, it generally requires the usage of chain jumping, since that builds height. That sign was easily skippable, and I didn't really give a good intro place to try it, which is my bad lol.

I'll be playing around with the ground pound as well to see if I can incorporate it a bit more for sure! In a later spot it is used a lot more for a specific mechanic you can discover (or read from a sign at that point), but I may do a slight height increase for the ground pound by default. I'll see what feels good :)

moving forward and coming out of ground-pound-jump, I reeally wanted to charge up a dash

Can you clarify this? Like, when you ground pound, jump, then you are in the air, you wanted to do a mid-air dash thing? Or am I reading that wrong haha. I'm definitely open to ideas if they end up meshing well :)

Submitted(+1)

I checked the vid, I got stuck at 4:25 (dang there’s a lot more game for me to discover lol). For some reason all my jumps except one fell short, I guess because I wasn’t chain jumping? I’ll boot it back up tomorrow and try again since I really want to play the other areas.

Like, when you ground pound, jump, then you are in the air, you wanted to do a mid-air dash thing?

Yeah that’s exactly it. Kind of like in Super Mario Odyssey where you can throw Cappy while mid-air and leap onto him for an extra horizontal boost. I felt like I was lacking movement options once I was mid-air, but that may just be part of the intended game design (or maybe learning chain jumping will resolve this issue!).

Submitted(+1)

The presentation of this game is really nice with the retro look, level design and character design.  The different areas were fun too.  The movement feels a little wonky to me, particularly how much speed you're able to collect while airborne, but walking is so slow. It makes the character feel quite floaty. I liked the control scheme and the bouncing was nice. The movement was sun, I just wish it let me keep my momentum while i was on the ground.

Submitted(+1)

An absolute joy to play, its amazing how much content you managed to pack in this game, the music, the sound effects, the graphics, they all are such a vibe. I think I got almost everything there is (i missed the cosmetics). A small nitpick because im an asshole, add a spring arm to the camera so it doesnt clip into the walls in tighter sections and its literally a flawless entry

Submitted(+2)

INCREDIBLE ENTRY! IT’S PERFECT!

Submitted(+1)

Really really wonderful game, I felt like playing on a ps2. There were some parts that I got stuck, but thankfully there's a full walkthrough video, I wasn't aware of the importance of the collectable gems, but recollecting them a second time wasn't much of a trouble. And finally I got to the credits room.

There are some elements that I forgot and/or missed during my run, and playing the game with walkthrough video on my side isn't my thing. Since jumping and high-jump are ones of the focus of the game, it should allow Holding jump input for easier continuous jump(I know that there's a jump anticipation feature), and there should be tutorial and reminders about high-jump at a place where the player potentially need(there's an Only high-jump reminder placed in a LATE game section).

Overall, a very polished game, I see so much hard work put into this, a near perfect piece of art.

Submitted(+1)

Such an awesome game! I love the lil guy just rollin around. This feels like a mix of Mario 64, Sonic, and some other 64 games which makes sense xD. The visuals, audio, and just the creativity and vibe overall is awesome! Though there are some parts of the map that took me too long to figure out which could be tweaked more but understandable for a game jam game. Overall, I had fun rollinga round in the game! Awesome job!

Host(+2)

i LOVE this little guy. great game and i had a lot of fun with it, especially when i was accidentally flinging myself across the map into the water and dying

Developer

Woah, thanks for playing and enjoying! :D I'm glad you had fun!

Submitted(+1)

Neat little project but the chain jumps are not really very intuitive. Got stuck in the underground level until I saw the better explanation in the description. My first instinct apparently is to ground pound to get more height but that isn't how it works >.>

Developer(+1)

Thanks for playing! The chain jumps should hopefully be easier to "understand" in the post jam update. I'll have sound changes, and a tad more time per jump to keep the streak going. Plus the starting area didn't really teach it well so was also easy to accidentally ignore, oof. Should hopefully be a bit better soon! As for the ground pound giving more height, I may look into that as another way by default for sure, since currently you are able to use that for more height but it requires bounces (which is a mechanic used in the last level due to a happy accident lol).

Submitted

Cool! Good luck in the jam!

Submitted (1 edit) (+1)

Amazing game. Difficulty could definitely be tweaked, but it’s really fun regardless. Once you learn how to use the chain jump properly it’s very satisfying to pull off. The charge roll also helps a lot if you know what you’re doing. If possible it’d be nice if the collision was less wonky on moving stuff. I straight up clipped into a pillar at one point, though I was able to jump out of it. It’d also be nice if you couldn’t stick to steep slopes (you could do this a lot on the mountains in the starting area). Overall though absolutely amazing, would love to see more of this.

Developer(+1)

I'm glad you liked it :)

Yeaahhh moving platforms are definitely something I couldn't get 100% reliable at the time. I think I have them a bit better now but will need to test more. Did you do anything fancy to clip into it?

As for the steep slopes, that was a funny thing from the default character controller and I forgot to add slope "sliding off" so you just kinda stand there like a mountain goat lol. Will see if that should be fixed or if it's fine, not sure yet haha.

Submitted

I fell into the pillar really fast. The speed probably had something to do with it.

Viewing comments 79 to 60 of 79 · Next page · Last page