BEYBLADES ARE VERY SERIOUS. Absolutely smashing submission. Visuals and audio are great, figuring out the stat system and getting new parts is fun too. My only critic is losing money when you lose a match. It felt a bit sour to me but otherwise, Great Job!
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Seriously Spinning Spinners: Revolve and Evolve - Gotta Spin Em All's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #58 | 4.591 | 4.591 |
| Audio | #130 | 3.955 | 3.955 |
| Overall | #243 | 3.900 | 3.900 |
| Creativity & Theme | #447 | 3.955 | 3.955 |
| Enjoyment | #813 | 3.409 | 3.409 |
| Seriousness | #816 | 3.591 | 3.591 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a full, polished game, not some sort of usual gamejam prototype. Keep up the awesome work! <3
Really great style. Out of all the Beyblade variants, I liked the assembly of this one the most so far because it was designed very clearly. Huge props for including absurd things like the squeaky duck, the “very serious hat,” and bombs as base pins.
Keep it up, amazing work.
Hey awesome game, that's some beyblade shit rn
i loved the art and all
i do thinks the stat are a bit confusing, it would be good to have a list explaining each stat perhaps
What a cool game! The arts, sounds and gameplay is amazing!
It took me back to my childhood days of playing Beyblade! Congratulations on the project!
Really great entry! Challenging but fun. Took me forever to kill the first CPU hahaha Overally amazing art, fun music and easy to understand mechanics. Good work!
Amazing game! :D look at my rizz everyone (damn, images not showing here...) definitely gotta see somewhen how this goes on. Almost got bored but then remembered: there are more arenas to play in. Very polished, good game.
This game is actually really cool, reminds me of beyblades. The art is amazing as well, nice job!
Insanely addicting, the SFX were so fun to proc and the music is catchy too. Imagine if this was multiplayer so you could actually fight your friends
I loved the audio and visuals of this game, and it has a super fun concept! Once I got the hang of it, I really enjoyed trying to strategize and build my top around what was working for me. But for the first couple rounds, I did have a bit of trouble figuring out what I was supposed to do in battles - what the goal was, how to move around (I also pressed QWER thinking it would effect my movement, and didn't realize they had fun special features until just now lol). It might help having the basics of combat written down somewhere, either on the itch page or as a little tutorial round or something! But overall this is a super cool game, and I hope you keep fine tuning it!
Sick visuals and audio! I love the idea and was hoping someone would do something like this. After playing around with a few different builds, I still felt like my starting/ongoing momentum of my spinner was too slow with not enough starting movement vs the opponent spinner themself. I noticed the "QWER" on the side and thought maybe that would increase my speed if pressed in sequence, but it didn't seem to do anything. Would be cool to choose where to aim the spinner's starting direction too. This game has a ton of potential and I would love to see it further developed. AWESOME teamwork!
Thank you so much! Totally agree that a bit more control would add a lot of fun. Therefore I did just push an update that allows you to gravitate your spinner to where you click and drag in the arena :). The QWER is for some modules that can be activated and have a special effect. Glad you enjoyed it!
This gamer has quality visuals and a very cool concept inspired by the iconic Beyblades!
I'm not sure if there's any player input during battles or if I'm watching a simulation and I would like to see how much cash I have during the build UI. The statistics are very complex and it's good that the developers have an understanding of the physics a game like this needs, however the average new player doesn't understand what they mean, and I think an ease of understanding is key for developing a player base.
For most battles it was a case of building with the hand I had been dealt, and then losing with no control of my own. During one battle, my spinner and the CPU spinner were just stuck in the middle of the field for two minutes wait for the other to drop dead.
On the left hand side of the screen it has "QWER" listed next to the parts I picked, and upon pressing them it didn't look like anything was happening.
I would like to see an opportunity for player input during battles, such as deciding which angle to go, and a QTE to determine how much power you spin with.
Overall you have a strong foundation to create an amazing game and you have a nice use of creativity with the given theme. Kudos to you to make a game with this level of quality in just one week! Keep developing!
Thank you so much for your feedback and we're glad you enjoyed the game! I have made a little update to 'translate' the technical stats into more understandable ones (but ofcourse it remains hard to communicate how the stats affect your spinner). To be fair I am also not entirely sure how the physics engine handles some of those settings and how it affects your angular velocity (which is your health). But perhaps that's also part of the fun, experiment and find out which configurations are terrible and which are overpowered.
Additionally, in the update you can now press and drag in the arena and your spinner will gravitate towards your mouse/finger! It's something I really wanted to add to increase interactivity but time ran out.
Thanks so much for playing!





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