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Spinball Survival's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #679 | 3.519 | 3.519 |
| Seriousness | #1217 | 3.370 | 3.370 |
| Creativity & Theme | #1319 | 3.370 | 3.370 |
| Overall | #1575 | 3.015 | 3.015 |
| Audio | #1941 | 2.519 | 2.519 |
| Visuals | #2573 | 2.296 | 2.296 |
Ranked from 27 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
Nicely made game! i found out that i don't actually had to spin, but it was not that efficient as actually spinning. Nice that you included more music, good choice! The art could be mor polished, but i enjoyed myself nonetheless :D
We had some similar ideas :)
A roguelike tower defense isa much needed breath of fresh air. I loved this genre ever since I was little and your game hits the spot! Great job on the idea, and implementing the theme in a physical demanding way! You gon make people leave this jam looking like Quagmire.
That is some very positive feedback, I appreciate it a lot! :D
I broke the game and got to lvl 125 before I stopped. I enjoyed the moment I became unstoppable, but it also resulted in an endgame where I saw nothing but yellow. Better than seeing nothing but red I suppose...
You made a game that got me hooked from the start and kept me going. Excellent work!
Thank you so much for the kind words and I'm glad you enioyed this experience so much!
The game felt very well-balanced in the sense of how the gameplay works, good job on that! It does ramp up quick like someone else said, but with some tuning I think it could be really good. The charge-up spin mechanic felt a bit clunky, it could've used some polishing. And more sounds would've been nice to have. But it's definitely a good submission overall, I like it!
Cool spin on the theme! Loved the gameplay.
I see what you did there :D and I'm glad you tried and enjoyed it!
My hand hurts from the spinning :D
That is very understandable, a lot of players have that same experience. But thanks a lot for playing it!
Simple and fun way to implement the theme! Had a fun time!
Very fun and challenging game. I feel like it ramps up way too quickly (and then I die really quickly), but I might just have been selecting the wrong power ups. I like the concept though of charging up coins to shoot at the enemies.
Thank you for playing the game!
I would agree, there's a lot of parameters involved in the overall difficulty, and combined together it's a little bit too hard...
Very nice game. The visuals are good, the gameplay are very alight with the theme, and is really fun. I spinned it too much on mouse, but I guess it would work better on mobile, as it was said. overall a really nice work!
Honestly really fun! I'd probably enjoy it even more on mobile. I think it could do with a little more visual feedback for the health, but as it is, really amazing work!
This was fun, I enjoyed it! My wrist started to hurt after a bit though, haha. Great submission!
Fun game I really enjoyed!
The game was so much fun! Just one tiny thing—sometimes while I was shooting coins, I’d level up and a skill would instantly get selected before I could even see the choices..
Also, I’m really curious about how you managed and rendered so many objects on the screen at once
Oh that's easy, I managed it by praying and barely testing ... no but for real, Godot was suprisingly chill with the amount of projectiles added! It slows down on low performance-devices like mobile with a lot of coins and spikes, but otherwise works.
And the selection was mentioned to me from a mobile tester as well, unfortunately I didn't have the time to add an Input Buffer of some kind, sorry about that!
The concept is interesting. Like others have said, it would be nice to have a way to autospin after a while. Playing with a touchpad was a bit unconfortable. But it was a creative interpretation of the theme. Good job!
I kinda sucked at this game, maybye because I don't have a mouse mat lol. Had a really fun time with it tho, just a joy to play.
The art for the cards and text is very charming.
I enjoyed getting upgrades and feeling more and more powerful.
I had to force myself to lose due to my hand hurting, but it was too fun!
I enjoyed it a lot, I only stopped playing because my wrists started to hurt
The most addicting carpal tunnel simulator I've ever played. Genuinely had to cut myself off at lvl 220, extra coin + wall bounce = ADHD trap...
I think the difficulty is fine, it's hard at first but a few well-timed upgrades makes later waves trivial. After a certain point it seems like enemy scaling maxes out.
It would be nice to be able to adjust the music/sfx volume.
"Carpal Tunnel Simulator" :D I love it!!
Organizing UI elements into a menu would have been the next step, but I got so carried away with upgrades and enemies instead ... will likely do some update about that in the future. (At least this way, it's available on mobile! Quite fun as well and your mouse will thank you)
And I'm really happy that the game is enjoyable for such a long time and you had such fun with it ^^
This is so fun and chaotic! The controls are nice. Love the "next wave" system that helps us anticipate the chaos. Don't think it's too visually cluttered. Great music too! As for a bit of feedback:
sometimes the first wave takes a bit of time to show up
would love if there's audio or visual cue when we're on critical HP, or everytime we get hit. the white doesn't really stand out & i sometimes die without realizing it
a system to heal within the level, like by sacrificing xp, or hitting special enemies, would be nice. so we can do both offense and defense. the slow healer is SO SLOW haha but i'm not good at this type of game. i think it gets too difficult too fast but maybe refer to others for this aspect.
maybe hide the mute button inside a menu, and add power up confirmation. i keep accidentally clicking them 🙂
but seriously, great game!
Thanks for the great feedback, it's really appreciated!! <3
I agree that the wave system and difficulty curve would benefit a lot from finetuning, and if I had more time I'd focus on that next.
For the health bars, I could probably add a red pulsating animation for low health. The slow healing is kind of intentional, I'd rather change enemy pacing and difficulty than increase healing.
The menu would be a good QoL addition, I kind of tunnel-visioned on the minimalist approach too long...
That being said, I'm very happy that you enjoyed my
sillyserious game already, "fun and chaotic" is exactly what I was going for :D