Very fun, you did a good use of the theme! Although at some point the music just stopped
Play Seriousness
Dungeon Spinner's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Seriousness | #815 | 3.592 | 3.592 |
| Creativity & Theme | #884 | 3.653 | 3.653 |
| Overall | #1455 | 3.096 | 3.096 |
| Enjoyment | #1509 | 2.918 | 2.918 |
| Audio | #1745 | 2.663 | 2.663 |
| Visuals | #2098 | 2.653 | 2.653 |
Ranked from 98 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Comments
Very creative! The music was a tad bit too loud. Would've love some audio setting/control.
But had a great time!
Juice wouldve added a lot to this game but overall pretty good. I agree with other comments where once and enemy is on you you cant really get away. Nice job :D
its fun and enjoyable, the core mechanic is simple but can be expanded into something more complex, i found myself not spinning the sword when fighting enemies since it was easier. would have loved for it to have music and more juice, since for example when grabbing the keys it felt a tad bit underwhelming, loved the humor tho. good game
I enjoyed this. i think its a fun game that could be improved a lot if you wanted to continue developing it. Overall I agree with other feedback that combat felt a little clunky. I think the feedback I would give is this.
- Enemies are a little fast
- Controls are a little floaty/clunky which makes fighting the enemies harder.
- Navigating the dungeon while spinning the obstacles, while fighting enemies while spinning the sword was a bit disorienting. I would say you should make the dungeon a bit bigger in order to make moving around and fighting the enemies a bit easier and then maybe have large rooms designated for enemies. (Kind of like how in games like Binding of Isaac the enemies are inside of rooms and then when you clear the room you're free to walk around)
- I would also say the sword should have a separate button for spinning it, that way you can swing the sword without the level rotating.
- You might want to separate the games mechanics between combat and puzzle solving/rotating the level. Some sections and rooms are about combat, other sections are about navigating the spinning platform, getting the keys etc.
I like the idea, and I had fun with it, the one bit of feedback I really want to leave is that the sword should probably only damage while spinning (the enemies would likely need to be slower or something) but as it I feel it kinda rewards you for poking them slowly instead of rotating. Regardless great job.
It's a nice idea, but I agree a lot with most of the other comments that the execution needed a bit more work. I think next time you work on a game with a focus on combat, you should try to make the combat feel good/fun by itself first, then work on the stuff around it. Another small thing would've been adding locks to the "locked doors" so it was more intuitive how to progress.
Metagame cog 44/126 (Kept failing when I played how the game intended me to play, had to cheese all of the fighting as described in an earlier comment)
This game has potential hidden away, when i saw spinning platforms i was hyped, and when i saw text that was pointing to a more meta game i was even more hyped, sadly i think the spinning platforms and walls were underutilized, specially in contrast to the combat, which i did not enjoy to the point where i found a bug where if you approach an enemy from it's front or back your sword reaches just enough to hit them without them starting to follow you. The movement felt a bit clunky, maybe reducing the time it takes to acclerate and making the top speed faster would make it feel better. In terms of visuals and audio, they were good, there was a nice and clear response when you hit an enemy and the sound of the platforms turning was nice and satisfying. The story added to the "seriousness" category a lot.
In general this game could have been a lot better if you had stuck to the meta humor and the spinning puzzles
I liked the puzzles and everything my only complaint is the combat since there is no knockback and if the enemies are too close they dont take damage you have to keeping moving away but if you are ganged up from all directions its hard since the enemies either have the same speed or a higher speed than the player other than that I had fun
fun game! i enjoyed it, the spiny puzzles (?) were quite easy, the enemies were quite hard, especially because they got so close that i could not outrun them or hit them due to how hitboxes aligned ":D i feel like the puzzle to enemy ratio could be a bit more balanced to make it even better, otherwise very solid!
Super cool game, loved the concept; it was just a bit difficult. You could've given a little knockback when the enemies were too close to you; other than that, it was fun!
Fun game, but the ending dialog ended too fast so I couldn't read all of it D:. Otherwise solid idea and the combat was actually surprisingly challenging, since only the blade does damage and the slimes (can I call them that?) move almost as fast as you. I would have liked to see puzzles implemented with the spinning doors but regardless I enjoyed the game!
I really enjoyed this its so creative! Spinning on the platform and juking enemies while keeping track of my sword felt pretty good to me, but bottom collision is missing on the far left side of the first few rooms. You can walk right through the bottom. (like the big one with the 9 spinny platforms!) Had a great time but didn't have long enough to read the end screen, would be good if it lasted a little longer!
Really fun! I loved that you can use the level to your advantage and block enemies behind walls if you time it correctly, but it also made me wish I could control the sword's rotation separately from the level, since it's a little tricky to manage both at the same time. Also, I would probably bind the rotation to a different button to avoid the sticky button popup appearing all the time





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