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A jam submission

Space SpinnersView game page

Bullet hell
Submitted by W0ffel, aselletee — 2 days, 8 hours before the deadline
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Space Spinners's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#3153.8383.838
Creativity & Theme#3624.0294.029
Overall#4813.6883.688
Audio#6863.3683.368
Visuals#8013.6473.647
Seriousness#8713.5593.559

Ranked from 68 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Godot

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Comments

Viewing comments 40 to 21 of 61 · Next page · Previous page · First page · Last page
Submitted(+2)

This is a great idea! I struggled with controlling the ship as you can't see what direction you are facing while spinning, but you can still turn. I think it would be great if the ship sprite had an additional section that didn't spin so you could keep track of your rotation. That way you can see where you are going but also get the feedback from spinning.

This was super tough I'm not surprised one of the devs hasn't beaten it! Great stuff for a first game, keep up the good work <3

Developer(+1)

Hey thanks for trying our game and for your feedback!

We actually did add a little diamond at the top of the player sprite to assist with being able to see which way you're facing even during a spin, BUT perhaps it is still too small. I also really like the idea of having an entire part of the ship that doesn't move during the spin just to add visual clarity, something for us to consider for sure!

We also really wanted to keep the game challenging, as bullet hells usually are, and it just wouldn't be as satisfying to beat if it were too easy, so there was a lot of tweaking numbers in that regard, and if not for the deadline we might have continued to do so. To top it off, I'm simply not as practiced at bullet hell games in general, so it's likewise a bigger challenge for me and usually takes many more tries... lol.

Really hope you still had fun though, and thanks once again for the feedback and suggestions <3

Submitted(+1)

This was fun once I got the hang of it! Having to time my spins so I catch the bullets without using up all my spin energy was a nice challenge. The different bullet types were interesting, I had to adapt to their movements frequently. I think it could be neat if the bullets surrounding you also functioned as a shield, so you could either shoot them and leave yourself vulnerable or hold onto them to block other bullets. I also wish I could ram into other ships with the bullets surrounding me, like Vampire Survivors lol.

Developer(+1)

Thanks for your suggestions and feedback! :) 

Many of those were considered during development. When trying it out i felt some of those made the game way too easy. VampSurv is  more a ''bullet heaven'' genre, this is more the ''bullet hell'' So i felt like this fit better, as i wasn't trying to make a ''vampire survivors like''. Still i considered these things too as they seemed like fun mechanics! 

Submitted(+1)

its a really nice concept just needs a slight bit more polish and juice the audio is also really nice overall i totally enjoyed the game <3

Submitted(+1)

I like the Idea of the Game. I just didn't manage to get along with the controls to move the ship around. Still had my fun with it.

Like the Color Scheme and the Audio.

Submitted(+1)

Very interesting take on the theme, It was really fun and polished but I am really bad at it, I feel like the controls could be simplified a bit for the sake of accesibility, definitely still fun regardless!

Submitted(+1)

I absolutely suck at this game but had a lot of fun with it anyway! It feels super polished and smooth to play, incredibly impressive for a first game jam, amazing job !!!

Submitted(+2)

Its a really fun game! I loved the neon visuals. The retrieving of bullets its really creative, but I feel like its missing an incentive to move, I felt like I was being hit because I wanter to move and just stood there parrying bullets and letting enemies come closer so I can just shoot, in later waves the spin energy is not enough to parry everything but felt like I had ammo for another 10 waves already hehe.

Besides that, lovely game! Keep up the good work you two!

Developer

Thank you and glad you had fun! 

It's really interesting to hear the tactic you went for, definitely something for us to consider how to get the player to move (or discourage the player from staying put). Thanks a lot for this feedback!

Submitted(+1)

The mechanic of needing to catch the bullets to have ammo is very creative and an awesome addition to a classic style game. Well done! Great execution!

Submitted(+1)

Wait this is actually such a cool little arcade game! Your ammunition relying on you grabbing shots fired at you is a fun divergence from the norm where you’re expected to dodge instead. It took me a second to get used to the rotation controls, but the spinning is very satisfying when you spin, grab a projectile and fire it back.

Submitted(+2)

this game is the very unique position of being really hard but not unfair and gives the player a very accurate idea of what the game offers despite its difficulty gating

I think bullet hell games in general have a very niche target audience and so I'm maybe not the biggest authority on critiquing one but I had fun playing a couple waves! For a first game this is super impressive, keep it up!

Developer(+1)

 "Really hard but not unfair" is something we're really glad to hear you say! We wanted the game to be a challenge, but also still make the player feel like they could be in control and know that it's possible to beat with some practice, so that when they do it would feel great! The fact that you had fun even though you're not the typical target audience makes us happy that we were able to provide that fun.

Thanks for your kind words!

Submitted(+2)

It's pretty difficult, but the game flow is fairly tight, and for a first game this is quite impressive. The soundtracks' fairly basic, but it gets the job done - and this really does harken back to old school arcade games as a result.

The gameplay quickly ramps up on wave 4 in difficulty, and the core mechanic of using enemy projectiles against them is a really cool one. It's a bit rough in places, but the art style and aesthetics all mesh really well with the gameplay, and it makes a fairly cohesive experience overall.

I'd say some VFX for projectile impacts, general juice to really make things pop, and some of the other suggestions like adding bloom or radiance cascades would really make this little treat of a game shine.

I couldn't reach wave ten. But I had a blast getting up to eight.

Submitted(+2)

It took me somewhere in the region of 20 attempts to finish this, goshhhhh that was hard. There's absolutely no chance I can get anywhere near W0ffel's time, nor have I the intestinal fortitude to try:


So, this is a lovely game, with a tonne of polish. The tutorial is absolutely spot on and I have no notes. The whole vibe which encompasses the sound and art direction is perfect, sure there could be a little bit more juice here and there, but it's really nice as it is. I think the simplest thing to really elevate this graphically would be some glow. I can't imagine how amazing this would look with radiance cascades. I did mute the game for my victory run, but that was purely because I was trying to concentrate and remove all extra stimuli lol.

I think the one thing I would change is the movement controller. I think the primary difficulty I had was orienting forward movement with my facing direction. I totally understand this was completely intentional, but I would say 90%+ of my failures were when I was spinning and losing my bearings regarding direction. I think it's interesting, because this style of movement is an important vector for how the game feels and its challenge. Equally it requires a huge amount of very specific spacial awareness, which to my understanding, is not something everyone has or can necessarily learn, so this might completely exclude some players who can't really get their head around it. I'm not sure if this is a problem or not, I'm leaning towards the conclusion that games can't always be for everyone. For my own taste I would like WASD to have moved globally irrespective of local rotation, this would make the game more accessible and much easier, so it's a bit of a kiss / curse. 

It goes without saying that it's really challenging. I found it really satisfying to break through level by level and develop some strats. I eventually settled on trying to save up as much ammunition on the final enemy and then spray and pray wildly at the start of the next round. I can imagine as it's a jam, many will drop the game far sooner. On that note, the entire spinning to collect bullets is a really novel, and interesting take on the theme; I really enjoyed this entire aspect and how it created some emergent gameplay in how I approached the levels.

P.S. I've just read in the description that this is your first game, wow. This is extremely impressive for a first game. I'm not going to delete everything I've just written and reframe it, but holy shit. It's a huge achievement. I had absolutely assumed you both had a considerable amount of experience; so I can only take my hat off to you both.

Thank you for the game, it's excellent and I had a great deal of fun trying to crack it! Amazing work.

Developer(+1)

Im super happy to hear it kept you engaged for that long, and that you saw the difficulty as a challenge, not a turn off.


I don't think anyone has ever been this positive about anything I've ever done😂 so thank you very much for all the kind words and feedback. It really puts a smile on our faces.


There's so much more we would have wanted to do for this game, but considering I was still learning how to make a box move at the start of the week we decided not to bite of more than we can chew.


Think upgrade trees, more powerups, more enemies, bossfights and whatever else we can think off. We might just keep updating this game to keep learning and honing our skills.


I completely agree that visually it could be alot better. The artstyle is heavily inspired by the geometry wars games which are just a crazy visual spectacle. But trying to replicate that felt a bit too intimidating. I was already proud of the bullet lighting effect only lighting up the grid layer and the paralax effect over the background. The dash was only added on the last day which I feel made the game alot more fun to play. Which is where my focus has been on. Trying to make it somewhat fun.


Regarding the movement, I didn't expect this many people to have problems with this kind of movement as it is pretty natural to me. We did however consciously decide to keep it this way, to not just make geometry wars but with spinning. Maybe a toggle for players to choose which type of controls they want is a good idea. Although I feel like it would result in 2 different games like that.

Submitted(+1)

Spinning in this game is kinda parry to attacks  and also collect bullets. I start making very good plays in very short time. Its become more and more fun when you master in game.  And i want to report you a bug that happened while playing :  one of the enemy push me out of play area :D 

Developer

Hey thanks, it's so fun to hear that you were able to get better and better! And thanks for letting us know about the bug as well! Fortunately it seems to only happen once in forever

Submitted(+1)

Loved the idea of spinning to collect bullets, very unique! I had a little trouble controlling the spaceship at first (but I think that's just muscle memory from games where S usually makes you move backward), but otherwise, awesome game!

Developer

Hey thanks! I totally get what you mean about the controls, I also had to get used to it at first, but the more I played the better I got at it >:)

Submitted

Really fun gameplay loop and I appreciated the realistic physics based space movement!

Submitted(+1)

Really fun gameplay loop and I appreciated the realistic physics based space movement!

Submitted(+1)

I loved it, even though I was not very good at controlling the spaceship haha 

Submitted(+1)

Really fun! Personally i'd like multiple bullet types, but other wise can't have much else to add!

Developer(+1)

Hey thanks!

We did have the idea to add more bullet types, other power ups, bullet power ups, and even maybe an upgrade tree, but well... we had to prioritise for the jam so we decided to stick to the core stuff haha. 

Submitted(+2)

cool mechanic and theme implementation, but movement and controls are veery difficult to normally play, still it's w!

Developer(+1)

Thanks man! 

Yeah the controls are not for everyone, especially if you're not used to it. Hope you enjoyed it anyway :)

Submitted(+2)

I loved how the tutorial was actually part of the game, plus very smooth controls and fun gameplay

Developer

Thank you! Glad you liked that part about the tutorial, we were really hoping that would help with learning the controls :)

Viewing comments 40 to 21 of 61 · Next page · Previous page · First page · Last page