Play game
One Last Spin's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #527 | 3.630 | 3.630 |
| Overall | #690 | 3.556 | 3.556 |
| Creativity & Theme | #705 | 3.778 | 3.778 |
| Audio | #790 | 3.296 | 3.296 |
| Visuals | #927 | 3.556 | 3.556 |
| Seriousness | #941 | 3.519 | 3.519 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
Leave a comment
Log in with itch.io to leave a comment.





Comments
Really good idea! I loved the graphics and the loading screen. The gameplay is fun, although I found it a little difficult to win at times, which made it a bit frustrating. Overall, I really enjoyed it. Nice work!
This was a really cool and challenging game. I liked the idea of controlling a spinning top and using speed/momentum to attack enemies, and the random generation plus upgrades gave it a fun roguelike feeling. The art style was great, the music gave it a nice dreamy atmosphere, and reaching the stronger upgrade combinations felt really satisfying.
My main feedback is that the controls feel a bit floaty and hard to get used to at first. More hit feedback would help a lot, since it was not always clear how much damage I was dealing or how certain upgrades worked. The floor texture/colors could also be toned down a bit so the action is easier to read. Overall though, this is a creative and solid entry with a lot of skill expression once it clicks.
A bit hard to controll at the start, but everythjing else felt really great!
It's a nice idea but I think the movement of the top is just a bit unresponsive. And a little more feedback when colliding with the enemies would be great.
The random generation was cool!
Nice that that the levels are randomly generated? I was never sure how to hit the enemies, how much damage I will deal to them and vice verse. A I think that it's a bit hard on the eyes, maybe muting the colors of the ground would help?
The idea is really cool and the upgrades kept it all fresh. But the ground design makes it extremely hard to concentrate on the action
I liked the gameplay idea. The art and the colors were also fine, but the floor texture is very distracting. You could make it more subtle so that it doesn't take attention away from the actual game. Apart from that is a solid game. Good job!
the game is really well made and random level generation is always fun the idea of this game is really creative overall liked it very much, sfx are also good nothing to complain other than it gets a bit hard to control but still its a lot of fun :)
I love the idea that to damage opponent you take some damage too. It really made me think how to engage with enemy more strategically. But it was really hard to control once it gets more boost. Clicking "wasd" almost have no effect.
It isn't particularly clear but you don't have to take damage necessarily. If you have a shield, that can absord a hit or two, but hitting enemies from behind (as they move away from you) will also result in no damage being incurred on yourself. Having a hit that is dead on also deals more damage. This does apply to enemies as well.
Dang this is really dreamy, I liked this! It was kinda hard, but I love the way you attack enemies just going fast, and it is well complemented by the bouncing of the player! I think you really did a good use of the theme, although I think it would have been way cooler if you added more abilities that impact movement, I really enjoyed it! I even reached the fidget spinner
The music gives the game a really nice relaxing atmosphere. Had a good time playing it^^
What would be a good addition, is a short description for the upgrades, what they actually do and some more hit feedback. Took a while for me to verify that the knife or the shuriken actually do something on the enemy.
But overall good work :)
I was able to beat it! I did however farm 10-15 upgrades - several ninja stars, 2 black holes, I got OP! I think had 400 RPM at the boss
I love a good challenge, and this game sure provided one! I think you struck the balance between infuriatingly hard and engagingly challenging very well, in a way that simply kept me hooked on it! You addressed the theme really well, and the art was simple, yet well executed.
There definitely was an art to the game, and overtime I managed to get better at it. Well done on creating a mechanic where people can learn strategies and skills over time - that really helps to keep drawing players back in for another play. That said, the controls did feel a little unresponsive, and I often struggled to actually get through the doors...
The narrative was hilarious! I love the idea of an old disused spinning top trying to destroy the other toys that took its place! :D
Overall a well-design and executed game. Lots of fun! Well done!!
I like me a good challenge! Although the controls were a bit floaty, I thought it was totally doable to work with, and even enhanced the experience of bouncing off walls onto enemies! By the time I reached the final showdown against the fidget spinner I had 14 items, which made for a really gratifying final boss as well! Spawning randomly also made it feel roguelikey, which was rly cool! The soundtrack was also reaally nice (wow Tottomori!!), but I thought that the sound effects were a little bit sharp for the ears, and I think I would have liked more audio feedback from when some of the items activated their effects heheh
There is definitely a bunch of neat skill expression to be found here with manipulating your speed with bounces, as well as learning how to spin the item wheel to get the item you want. However, I think that skill floor could probably be lowered a little bit. I think the main reason why I died on some runs was partially due to getting one-hit from behind (even when having a good bunch of hp left), as well as when an enemy would spawn on top of me and launch me away awkardly. Maybe it would feel more fair if you end up with 10-20 hp if you get a hard hit with over 200 HP left? We want players to feel the intensity and stakes of the game whenever it is possible, and having a one-hit KO makes people go from [200 HP, feeling safe] -> [0 HP, feeling disappointed], instead of [200 HP, feeling safe] -> [20 HP, intense surival mode] -> [0 HP, feeling it was fair they died] :b
All in all though, I had a really good time with this game, really good job!! [:
Great game! The spawn wasn't always the same, the movement was hard to learn but felt nice, the art was amazing and the music was great as well. Good job!
I liked the movement, it was satisfying. The spinner for the items was a bit annoying to work with. The art was cute. The implementation of the these seems a bit derivative.
This is certainly a solid foundation for what can be a fun puzzle / arcade game with a bunch of levels. Well done!
Nice game! The movement is slightly hard to get used to (I even started pressing really hard on my keys for some reason). Also maybe have the speedometer as just an option instead of an ability? Great game :DD
Fun game and the artstyle looks great!
I did like the floaty movement though it could be tightened up a bit as it's quite hard to gain enough speed to hit enemies and then actually collide with them in time. The only other thing i could suggest is some item descriptions, even in the project page as i have no idea how some of the upgrades work (other than the speedometer upgrade but that's pretty obvious.
Other than that though, I very much enjoyed what I played of it!
As far as I got, this seems like a fun game.
some notes though:
- the movement is very floaty. I know its supposed to be, but it felt bad moving to a door and bouncing off
- The spinning wheel isnt explained, i didnt know what to do with it at first
- the knife in confusing, what does it do? (even saying in description)
- art style it gourgeous, I love the pixelart, and the tops look great
- the music is pretty good too, even if there wasnt much urgency during boss fights
- honestly great work, for a 5 day project this looks great, bravo