I don't know what else to say I mean every one already covered it all it is amazing the satifaction of the red spinners is great I love the sound it is ALL good nothing to add.
Play graph
relic spinner (the graphing calculator game)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme | #20 | 4.574 | 4.574 |
| Seriousness | #136 | 4.167 | 4.167 |
| Overall | #168 | 3.996 | 3.996 |
| Enjoyment | #267 | 3.889 | 3.889 |
| Audio | #388 | 3.611 | 3.611 |
| Visuals | #692 | 3.741 | 3.741 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Comments
Making a jam game in Desmos is absolutely nuts. Kudos for that.
Technical absurdity aside, this is definitely one of the better incremental games I've played thus far. There are a lot of interesting mechanics here to make the simple concept of "number go up" a lot more engaging. I particularly like that some relics only have effects when they're destroyed, meaning you have to put something in to destroy nearby relics and then make sure you don't place it next to any relics you want to keep around. You have to put a good bit of thought into how you arrange your relics, not just for relic destruction but also for relics like the green spinner which copy what's on the right.
My main issue is that actually getting your manual spins to register can be a pain. If you spin too fast, it doesn't register, so you have to spin really slowly to guarantee that your spins get counted. This might just be a Desmos limitation though; I wouldn't know since I'm not all that familiar with Desmos as a game engine.
The game also sounds really nice—love the music and SFX—but it feels really odd that there's not a sound effect for getting points. Makes the beginning of the game weirdly silent. But ignoring that gripe and the one above, this is a great jam game (even ignoring how technically impressive it is).
This is... insane. I didn't know you could PROGRAM in desmos, let alone make a game with it. And somehow get it on the web?
The game itself seems pretty good, though it runs at like 5 fps on my computer, which was unfortunate. Very interesting concept, like Balatro but with spinning and one level. Also I like the music, sounds like something I'd study to.
Great twist on the clicker/idle genre! The red handspinners infinitely increasing multiplier break the game pretty fast, but that's the fun of those games !
It was very laggy on the web version, which hurt a bit my experience.
But the wacky vibe is here, having access to the actual maths-crazy-source-code and to the underlying calculator options adds a lot to it.
Congrats!
I kneel before you. You have not only made a game in a graphing calculator, you have made a VERY fun game in a graphing calculator. PLEASE port this to actual code and make it into a real game, I WOULD PLAY THIS for hours on end if made into a complete game.
Holy frick dude, why would you do this to yourself? I got the gear though, very funny
I am quite impressed with the usage of the very serious, very academic, very business tool of Desmos. It's otherwise a very fun experience! A little finicky at times with the spins, but overall a fun experience! Definitely felt the lag a bit, but I found the groove for maximizing spins and having them be registered. Somehow, I managed to get the point/point-multiplier-jingle SFX to sound like a somewhat angry Geiger Counter towards the end of the run, so that was a fun final 30 seconds.
Again, I am just genuinely impressed by your tenacity (or, as your FAQ says, autism) to see a graphing calculator-based game to the end. Great job! A friend sent me the gif of "Squidward taking off his sunglasses and squinting" when I sent it over to them.
I do hope you bring it into an actual engine, there's definitely something here that polished up and built out could be a fun experience.
- Mica
Wild that you used desmos for this lmao, you crazy person. I found it quite satisfying and the sounds were super nice to listen to.
Until close to the end I didn't even realize the item descriptions where on the left, and due to that it felt like half the items were randomly getting destroyed when I spun, was quite confusing haha. It also felt like there were a bit too many "on destroy" items vs other items, but that might have just been my luck.
Oh also the game doesn't look right on an ultrawide, had to make the window more to 16:9 to make it show stuff better.
Cool game though!
The idea with the many on destroy items is to encourage at least some level of synergies because I only had around 30 relics to work with due to lag; the description issue is a new one haha, but again it all just boils down to lag unfortunately (moving descriptions would make it so much less responsive)
I forgot about the viewport issue to be honest, that’s my bad but thanks for the feedback!
Hello! I played a few runs of your game and I have some feedback for you!
- I found it a bit confusing at first that your Mult stays with you and is not tied to the relic that generated it. I figured it out pretty quick but I was confused the first time I sold a mult relic.
- I like that you included Jimbo as a relic and wear the Balatro inspo on your sleeve.
- A graphing calculator? That's wild.
- Is there any relic that gains you time? I didn't see one. That might be overpowered, honestly, but maybe if it's on a 'when destroyed' relic.
- I did find a relic that costs you time, I tried it out once but it seems like such a huge detriment.
- The shop gave me this once:

- Such choices!
- Sometimes my spins didn't register. Probably a limitation of the... um... "engine".
- I seemed to do better when I switched to more 'basic' relic setups such as just having a couple that give mult and a couple that give points. When I went with all the fancy stuff I did like, orders of magnitude worse.
- I'm sure I just didn't get far enough in to see the 'meta'
- It might be nice to have a shop phase at regular intervals instead of having to buy and sell as fast as possible so you can get back to spinning. Maybe I'm just thinking of this too much like Balatro though, this is a different game and the frantic clicking on items is a part of it.
- But, like, ...a graphing calculator. huh.
And that's my thoughts. Hopefully this feedback comes off as constructive rather than negative! I had a lot of fun with this one! I do have around 100 hours in Balatro across platforms (which I know is basically nothing to some people), so I do like a 'Numbers go up' game. This was my high score and the relics I used to get it:

Have a wonderful day and good luck in the Jam!
Thanks for leaving so much feedback! Having persistent effects/scaling tied to relics adds too much lag because it isn’t optimized out
There is a rare relic that gives 0.2s when spun, it’s pretty broken pre endless and people have found ways to go infinite time with it and reverse card
I see your point about “basic” setups but I decided to stop adding more stuff when it dipped below 10fps (nearly unplayable range), I am however pretty happy with the amount of synergies and archetypes there are in a graphing calculator jam game. I ended up buffing the “basic” stuff a lot because I wanted to give everyone a chance to see the number go up high, even if you only play one run
The “meta” right now in good runs is basically fully centered around emerald axe to go exponential and broken clock to go infinite
Good point about the shop- I was lazy and didn’t want to code in multiple screens, that’s all
Thanks for the feedback!
The code is the most serious thing about this game, ive never even known how desmos worked but now i have great respect for you good sir. How you coded in whatever the sin cos tan algebra graph trigonometry arcane quantum magic that is will never cease to amaze me.
The game itself is really good though! The art is very cute, all the sound effects and animations are polished to shiny perfection, and the gameplay is engaging and reminds me of those clicker games, but more spinny! Well done :)
I really don't understand why people are so hell-bent on making games in Desmos, but I suppose incremental games are the easiest to do in it (this isn't the first one of these I've played). Kudos for doing it though, at least you realise how odd it is. XD I'd offer suggestions for improvements, but I think it all boils down to "don't use desmos", haha. All that said, good job getting it working in time!
Metagame cog 74/126
Clearly, this is a very serious game. A bit too serious for me - or a bit too laggy. Unfortunately, I was unable to get any dollars from spinning, despite how much effort I put into rotating the knob along the circle. Maybe it was due to the fact that for me the game played at something that felt like 5-6 fps, but idk.
Thanks for the cool project anyway!
Very nice and cool incremental game, I got 1 million score, idk if thats good or bad.
Thank you for the FAQ. It answered most of my questions. This is actual insanity that you got this to work. And it's even more insane that its fun and interesting. Congrats!



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