This gave me Enter the Gungeon vibes, it was so nice to have such an interesting mechanic to work around defeating enemies. Great game!
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Negative Inertia's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #273 | 3.735 | 3.735 |
| Visuals | #278 | 4.206 | 4.206 |
| Overall | #457 | 3.706 | 3.706 |
| Creativity & Theme | #472 | 3.941 | 3.941 |
| Seriousness | #781 | 3.618 | 3.618 |
| Enjoyment | #1352 | 3.029 | 3.029 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The art in this game is very cohesive and fun, however I have a problem with the gameplay of the game. There is very little immunity frames after being hit, so if an enemy overlaps you for whatever means then you end up taking way more damage than appropriate. Of course, you could use the dash ability but you'd still take ~4-6 hits before noticing what's happening, and in a game where you have 10 hits worth of health, that makes enemies at close distance extremely punishing. Enemies at a distance are ALSO punishing, because your aiming system is always moving angularly, which means the timing required for precise shots at long distance become disproportionally harder, and in some framerates, impossible. High punishments with low ability to fight back means the most tactile way to play I've found is to either camp a corner where an enemy can't see you but you could still shoot it, or use the super slow, low damage stomp ability through a wall. I did get to the boss once after half an hour but the volley of projectiles that don't allow you to dash through them caught me off guard and widdled away the 60% health I had remaining right when I got into the arena. I don't give this game a negative score, not at all, it's just the gameplay needs to be tweaked a bit to remain fun. Something like increasing immunity frames, buffing the dash ability, slowing the spin speed, and maybe some aim assist at larger distances. It'd be cool if spinning and landing a shot dealt extra damage, that way it'd be more "spin to win" and less "spin and plan around it"
Really juicy visual style. I loved every part of it: the character, UI, level design, and color combination!
I also felt like aiming was difficult, like many other comments mentioned, and first thought of solutions like a bigger hitbox or a trajectory preview instead of a crosshair. Then I had another idea: what if the character shoots when the player releases spacebar while in focus mode? I think reducing the mental load could naturally make players feel more skilled.
By the way, the SFX and music are really cool and fit the game very well. Overall, great entry. Well done!
Ooh this has been one of my favorites! Really great pixel art with a cohesive style. Love the concept and execution (mostly).
I did feel it was pretty hard to hit anything without the slow down or waiting for your special attack. There are a lot of knobs you could tweak to help with that (slower base spin speed, bigger bullet hitboxes, bigger magazine size, maybe dual wielding?). I think with a bit more play testing you could have an awesome experience here!
Great work!!
Ahh its so hard! Its very hard to aim, but its also pretty rewarding when you finally complete a level. I love that art and ui though! Very nice :) I must say the big spinny guys are a bit overwhelming aswell
Loved the UI, very stylish! The big triangle guys felt overwhelming to me, rushing at me faster than I could aim at them. I agree that some audio cue about an empty chamber would be nice. Have you also considered partial reloads?
+ Bonus points for butelki kaucyjne slander lol
The aiming is a bit too precise, it’s pretty difficult! I suggest tweaking most hitboxes to be much more generous! (Or make the bullet real big and thick.) I’d also wish I could just restart at the floor I died in, rather than start the whole game over, that’s also very punishing.
The game itself is very well put together! It looks great, it sounds great, and I love how polished the UI is, especially with the reloading animation. You all put a lot of care into this game, so great work!
Artwork and music are great! Fun execution of spinning in the game mechanic, but aiming was pretty hard. Would have been nice if you had some feedback to remind you your gun is empty?
Hi! It’s definitelly a creative take on the theme. I like the music and the art too!
But like other people mentioned, aiming is pretty hard and even frustraiting for me. I hope to offer an actionable feedback. For an action game, it asks you to wait most of the time. And when you miss the shot - you have to wait for a long time while holding the spacebar, or release the spacebar and try to time when to hit it which is hard because the character doesn’t spin with the constant speed. The reloading is quite long too which makes waiting problem even more so.
I think the game could benefit a lot from a light redesign to fighting to fix the waiting problem. I didn’t think this through, but as an example, if you shoot homing projectiles, - it removes all the frustration with aiming, while you can keep spinning and add something novel to that aspect.
Solid entry, regardless!
The idea is really solid. Music is good, visuals are great. The reason of spinning and the use of it is really creative.
You did not state in the description that r is reload. I mean it is obvious, but i didn't try for so long, because it could've been from drops too. Maybe an indicator to press R when you first empty your gun would be helpful. Then I realized that i can reload the gun. But i couldn't really use it, as the spinning was too fast for it. Don't really know how to fix this issue tho, maybe have aimbot or something.
But apart from that it was a really well made game!
Love the sprite work here and such a fun concept.
I did find the aiming pretty tricky even during slow spins or focus mode, but eventually got into a rhythm of getting in a few quick shots while herding the enemies together for the special attack.
Great work!
Fun game! I wish instead of a hit marker there was a laser sight to make aiming easier, a marker for when an enemy is about to do an attack and for the gun to automatically reload. Also when you spin super fast I thought you were supposed to get a special shot, but I see its an AoE, so I suppose it has been changed? The hitboxes of the enemies could also be more forgiving since I find the aiming to be pretty hard. The idea is interesting and I would like to see more unique upgrades that aren't just flat upgrades!
The amount of polish in this game is insane! This looks like a steam game already. An enter-the-gungeon type of game in 7 days is awesome, the artstyle is clean and the gameplay is fun. I feel like this could easily be the next massive rouge like game if you wanted it to be. Great work!
Hi so this looks cool but it is unfortunately 100% impossible to play for me. My keyboard is split and space only accessible with right hand which means I either have to give up mouse or moving and while i did try that a bit i still didn’t manage to hit any enemy a single time. So in general with any non-trivial control-scheme, you really have to have at least alternative bindings or preferably the possibility to rebind controls.
One thing I also noticed was that the spinning didn’t reset when going from the intro scene to the first level.
My hunch is also that the first level should be absolutely a safe place to learn the ropes and the two enemies got me cornered a bit too easily. Might have been a combo of having to basically play the game one hand at a time, but it might also be that it would have benefited from having more loops and less dead ends.
I did very much like the look of the UI though.
Sorry about that, we we didn't have time to add key rebinding for the jam, but it is certainly something to consider if this game ever gets a post-jam update. If it helps, shoot is also bound to both control keys, so you technically don't need a mouse to play and could have both hands on the keyboard (although i'm not sure how comfortable that control scheme would be ._. )
Great theme use of a spinning revolver chamber and the whole character is spinning to. Loved it.
Really like the visuals and color palette
Controls make the game hard to play and clunky, having to wait to shoot enemies isnt really that fun, good dashing and burst mechanic though.
Also the audio is quite nice
Pretty good!
It looks very well polished! The visuals are nice but it's still kinda hard to aim even when the spin is slowed down.
Really liked the vibe, pretty game, but the little fella is kanda hard to control





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