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TOP SPIN!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #171 | 4.013 | 4.013 |
| Audio | #245 | 3.772 | 3.772 |
| Overall | #525 | 3.656 | 3.656 |
| Visuals | #768 | 3.684 | 3.684 |
| Creativity & Theme | #1174 | 3.468 | 3.468 |
| Seriousness | #1264 | 3.342 | 3.342 |
Ranked from 79 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Unity
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Comments
Fantastic sound effects and juice in this game. I had a lot of fun with this one, it scaled well and kept me hooked. I wish there was a meter showing me how fast my ram was coming off cooldown, rather than (I think) the bouncing triangle being the only indication.
Very fun game with really nice effects. For some reason I like getting hit more then combo attacking? It's just satisfying to get hit and then bouncing into other enemies again and again and finally launching out far, far away :)
Nice entry!
Really fun game, with some very satisfying combos too. Some more immunity frames might be good though, because I often found myself dashing into enemies then immediately being attacked before I can get away.
This game does the Beyblade concept the best. Making RPM a health/resource is a great way of actually incorporating the spinning theme rather than just making it visual.
Some context about my playthrough beforehand: I played the tutorial, then did 2 runs, 1 big run where I was actually playing then a 2nd one where I was just testing a couple of things. My peak RPM was 500,000,000 (seems like it capped at that) with a max combo of 334.
What you're doing well:
In the context of this 1 week jam I think there is a good amount of content.
A good tutorial that actually lets the player understand the game first-hand before throwing them in, which is surprisingly rare in this jam. Though I do have 1 suggestion about it below.
Absurdly good visuals. Not only do they look nice, but there are a lot of fantastic small details that make it look and feel satisfying. Things like enemies spinning slower as they lose health, moving combo text, great use of screen shake & flashes, etc.
Audio is great! I think the game could use 1 additional music track to make the music nicer to listen to but even without that the current music is great and the sound effects are well done.
UI is smooth, not much to say about it, it does the job and looks pretty.
The additional mechanics like powerups and combo system are fantastic additions and are mostly well done.
Insane amount of dopamine when you do just about anything right.
Dash mechanic is well done!
Suggestions for a more long-term build:
IMPORTANT SUGGESTION: The enemy spawning logic should be tweaked a little. The fact that enemies can spawn directly on your screen and even on top of you is something that can be fixed relatively easy while also improving the immersion a lot. And if you do intend for them to be able to spawn on the player or their screen, you should add a delay + animation.
I'm going to split up powerups into sub-suggestions due to their importance. The powerups are A LOT more impactful than you'd think they'd be.
This sort of ties in with powerups, but I feel like upgrades are a bit underwhelming. Not because they're inherently bad, but because of the fact that powerups are just so game-defining that it makes the upgrades feel a bit useless when a powerup is active.
The map could do a lot more than you may think. Random things could really be cool, like making the borders bouncy so you can bounce off of them to launch yourself at enemies.
The enemy variety could be improved. Honestly I can't say too much about how because it depends on the direction you take the game but some ideas could be a forcefield enemy that doesn't give you an RPM boost for breaking, a "healer" that boosts the RPM around nearby enemies, and of course bosses but I believe that's more obvious.
A more minor detail but you should make it so when your dash recharges there's a small audio indicator, I think it'd make it a bit nicer.
Make the combo text change color and get bigger and flashier as you get absurdly bigger combos.
Your team should be proud of themselves! I was shocked to read that this was your first jam for some of you, because this really feels like it was made by a group of highly experienced developers.
Thank you so much for the detailed review. I definitely agree with almost all of your points, and we will definitely consider these things if we continue working on this game!
It's a really good beyblade game, the main dash mechanic is quite satisfying and fun to play. The visual feedback to the player on each impact is very well achieved with the camera shake, explosions, and sound effects. The soundtrack seemed to fulfill its purpose, and the upgrades are well implemented to enhance the feel of the game.
For some feedback, I would recommend adding a bit more enemy variety, since it becomes somewhat repetitive over time. Also, adding beyblades with special effects would be a great addition so the game doesn't become repetitive too quick
I already rated this game! It was one of the first i played! It is really satisfying,great job! I like the sounds too
good visual & fun! i like the gameplay and it’s has combo and upgrade system, This game is satisfying when you pull off long combos Good Job! 😄💥
fun gameplay loop and take on horde games like vampire survivors!
I enjoyed it, good job! :D
This was really good visuals everything polished correctly!! The powerup orbs defiently carried though 0;
Easily the most addictive game I've played in the jam so far! Once you play for a little bit, it does seem like the only possible strategy is waiting for a power up to spawn, circle the map to find it, hope its green to kill everything, and repeat. But looking at my score, that is also a very addictive game loop lol

This was really fun and satisfying! The graphics are nice, the enemies are well balanced, and it was overall a really nice game!
Really liked how the game felt when doing a combo.The gameplay i think revolves around the maximum combo u can do and shows it as a high score. so i think player would just circle around the enemies and wait for them to gather at one place and just dash to get that satisfying combo. I would like to have a ram cooldown counter and also didnt knew where powerup spawned.
Fun little entry, graphics and audio were really nicely paired together. The only thing that bothered me throught the whole experience was the lack of some cooldown timer that'd let me know when exactly I can do my next attack. But overral the game was really fun to play!
Keep up the good work!
Very fun! one thing is that most of the time I had no idea where the pickup spawned and only ever found one. An arrow towards it would help a lot.
We'd appreciate if you tried our incremental fighting game! https://mikachelya.itch.io/spin-to-kill
This game is very addictive
Wow! That i was not expecting!
Great music and art, cool concept , and perfect execution!
Though the game has some room for improvement, you could have made the map smaller or build a better enemy AI. Also you could have made a tutorial or put the controls at the top of the description so anyone can instantly see them.
Overall I loved your entry!
I feel like the dash isn't working. It's a good game but the rpm loses too fast and there is no real was of gaining a lot of rpm. You should look into it.
This is so fun and smooth! Good job! And you nailed it with the vfx
Really nice and fun game! The control feels really smooth!
Things I think can be improved on:
- The map is a bit too big, which causes items to be hard to find. Though the glowing light of the items definitely helped when trying to find them.
- If you don't attack enemies for a while, they will cluster together. Maybe if you hit an enemy, it will bounce on other enemies to create a chain reaction, which might be more satisfying?
Overall it's a nice game!
The movement and attack are really smooth and enjoyable, so it becomes an addictive game lol