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SerioDiz's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #345 | 3.800 | 3.800 |
| Overall | #483 | 3.688 | 3.688 |
| Creativity & Theme | #609 | 3.840 | 3.840 |
| Visuals | #623 | 3.800 | 3.800 |
| Seriousness | #681 | 3.680 | 3.680 |
| Audio | #747 | 3.320 | 3.320 |
Ranked from 25 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
Great game! Fun and feels good. Especially polished for a jam game.
Thanks! Glad you enjoyed it.
Nice idea with the inverted controls when you get too dizzy! It's a good way of punishing the player for spamming the spin too much, especially in the beginning. As you mention on your page, the balance of things is somewhat off. For me, I was able to wrack up a ton of coins very quickly. By round 4, I think I had close to 2000. It was so much that I didn't even bother continuing to reroll for upgrades. I was rolling in the dough! Haha
Thank you for playing and for the feedback! I'll definitely have to make some more balancing adjustments sometimes in the future.
Nice work. Saw the devlog on youtube and had to try it. You got a lot into this game in 7 days! Hate the inverted controls (but that's just me, I hate them in every game), but I'm sure with enough practice I'd get used to it. Like the dizzy meter, but as someone else mentioned I'd like it to a character HUD so I know when to lay off the spinning. Nice work on the UI + sfx, adds a lot. Congrats!
Thank you for playing and for the feedback, glad you enjoyed it! If I continue working on the project, I'll definitely add more QoL changes, like the dizzy meter above the player's head.
this is really fun, i like the progression, and the combat was intuitive and fun, i understand why the dizzy mechanic is there but i don't really like the inverted controls (try to guess what one i picked to start out with)
Thanks for playing and for the feedback. I would guess the dwarf hero? :)
yup
This is an incredible game! The mechanic of getting 'dizzy' if you spin too much was a very smart idea. I absolutely loved the game and the sheer amount of power-ups available. The shop feels a bit unbalanced right now, but honestly, that didn't ruin my experience at all.
If I could offer one piece of constructive feedback, it would be adding some screen and audio effects when the character gets dizzy. It's cool that the movement slows down and the controls get inverted, but seeing some extra feedback, like music distortion and a wave effect on the screen, would make it perfect.
Overall, I loved it. Congratulations on the great work!
Thank you so much for playing and for the feedback.
I agree with the balancing being a little off, but I ran out of time and decided to leave it as it was. Also thank you for the feedback, your ideas for the dizzy effects are really good, and I will probably implement them if I continue working on the project after the jam.
This was very cool, I like it!! The way you could enter the spin theme into this kind of game was very interesting!! Great job!!!
Thanks for playing and for the feedback!
You've got some very nice polish and mechanics at play here! I do have some suggestions:
- I feel like binding the spinning attack to the mouse right key might have been better.
- Maybe instead of inverting the controls, the camera starting shaking a bit, and a bit blurry, since I myself could not get over the inverted controls, but maybe that's just a me issue.
Fun little entry!
Thank you very much for playing and for the feedback!
Wow what a fun game! I loved that there are multiple character choices and that they are different. I like how the game progress and the shop.
The dizzy mechanic caught me by surprise. At first I was understanding what was happening but everything clicked. The only I would sugest is make the dizzyness bar more visible somehow, maybe above the player or in another form. I had to keep loking for 2 different parts of the screnn to keep track of the enemies surrounding me and the dizzy bar.
Other than that, really great work!
Thanks for playing and for the feedback!
Love me some Brotato-likes
Art looks great, lots of content in 1 week with all the enemies and player types. Very ambitious project and the dizziness idea is fun. I appreciated the attention to detail like the intro scene :D
My one point of feedback is I want more JUICE. The screen ought to be flying off the rails when something dies. Maybe some recoil or momentum to the spin. Blood splatters that persist in the battlefield, have enemies gib and bounce their body parts everywhere. I have the same complaints about Brotato though too and that game seems to be doing well so it's maybe a matter of taste
Awesome awesome work
Thanks for playing! You're 100% right about the JUICE. The time limit caught up with me, but more juice is something that I want to add next time I get to work on the project. Really appreciate the feedback!
Enjoyed it! I think the gameplay would be even better if there was more of a reward or incentive to actively grab coins during the mid-game action. Great job!
Thank you for playing! Yes, I realized a bit too late that there’s no real incentive to grab the coins mid-game, so I left it as is for the jam.
This was a fun little roguelike. The spinning mechanic worked well. I like the inverted controls when dizzy. I think the spinning meter could be more noticeable. Most of my attention was on the character, so a second bar above the character's head with the dizziness would be nice, rather than having to glance at the corner of the screen. I like that you had different characters to choose from. I tried the Dwarf and the Bladedancer. I really liked the speed of the Bladedancer, even if the dizziness was more of an issue. The luck of the shop certainly affected how well runs went, but worked well for the style of game. It would be nice if you could auto-collect potions at the end of a wave, like you do coins, or have a bit more time to run over and collect them yourself. That would have helped me survive a lot longer, as I often wasn't paying attention to the timer and was too far to get them when the wave ended. It also would be nice if you added the mouse button as an input option for attacking. Since you already have the mouse for the other UI elements, it makes sense to keep your hand on the mouse and use left click for the attack.
Thanks so much for playing! I really like the suggestions and will probably end up adding them the next time I work on this project.