Amazing game. Difficulty could definitely be tweaked, but it’s really fun regardless. Once you learn how to use the chain jump properly it’s very satisfying to pull off. The charge roll also helps a lot if you know what you’re doing. If possible it’d be nice if the collision was less wonky on moving stuff. I straight up clipped into a pillar at one point, though I was able to jump out of it. It’d also be nice if you couldn’t stick to steep slopes (you could do this a lot on the mountains in the starting area). Overall though absolutely amazing, would love to see more of this.
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Spinny-Roly 64's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #31 | 4.343 | 4.343 |
| Overall | #60 | 4.178 | 4.178 |
| Visuals | #111 | 4.441 | 4.441 |
| Audio | #115 | 3.980 | 3.980 |
| Seriousness | #259 | 4.010 | 4.010 |
| Creativity & Theme | #262 | 4.118 | 4.118 |
Ranked from 102 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I'm glad you liked it :)
Yeaahhh moving platforms are definitely something I couldn't get 100% reliable at the time. I think I have them a bit better now but will need to test more. Did you do anything fancy to clip into it?
As for the steep slopes, that was a funny thing from the default character controller and I forgot to add slope "sliding off" so you just kinda stand there like a mountain goat lol. Will see if that should be fixed or if it's fine, not sure yet haha.
Fun! The player controller felt smooth, and it was very flowy to just be bouncing all over the place. I had only one issue with the control scheme, which was how unforgiving it felt to try to chain jumps. The timing window for it could be more lenient.
Level-wise, the world's design was interesting and unique enough to keep me wanting to explore. Keeping an eye out for secrets was exciting, and I enjoyed that the simplicity of the "puzzles" led to more emphasis on movement. I wish there had been a couple more checkpoints underground, specifically in the castle, because I kept falling all the way down (usually on parts that required chain jumping) and eventually got frustrated enough to stop playing.
Very solid game!
loved this game, took this screenshot of the bettle watching the horizon
I can't believe it took me this long to actually play this one.
First of all you perfectly captured the 64 vibes! And the size and span of the lvl design is nothing but incredible! It just kept going and going! It looks cute, the music is calming. Great job!
I do have some questions about some of the mechanics chosen mainly about some of the rolling/waking. As it is it felt pointless that there was an option to walk cuz I just rolled everywhere, rolling seemed slightly faster and handled pretty much the same as walking so that makes me wonder why the player isn't just always rolling? I didn't encounter any specific area where walking was required? (although I stopped at like 130 gems so maybe it's there and I missed it :P)
That doesn't take away anything from the game though, just something I was wondering!
Very fun! Great game, good job!
I'm glad you enjoyed it :) I tried hard for the n64 vibe and I like that people see it!
As for the walking, it's mainly one of the only ways to move "precisely" or slowly. In most cases you'd roll or bounce around, but in others you may want to slightly reposition or simply vibe somewhere and walk around. Plus I like his walk waddle :D
Best game of the entire jam. Wow! I am so amazed that the game kept going after I collected all 160 of the gems. Genuine jaw drop moment. I am so impressed, you guys have done an amazing job!
Hello! I've played a fair bit of your game and I have some feedback for you! I did not finish it (I got to the temple looking building in the underground zone?) but I want to return to it after the game rating period is over!
- In the first grassy area for some of the small jumps I tried being in walking mode rather than rolling. Jumping while walking adds an amount of momentum that felt strange and I always overshot my jump. I pretty much never went back into walking mode for the rest of the time I played after that.
- I accidentally killed a ladybug. :( I know they're technically enemies but they're cute and I felt bad about squashing it.
- When you die to an enemy and explode into chunks it felt very tonally different from the rest of the game which is pretty cute. Jarring to see.
- The transition into the underground feels really long to me. I assume you're actually falling all that distance? Or is it a disguised loading area? Either way, I was worried I did something wrong for a second or two there before I landed.
- I really appreciate having different music tracks for the different zones! That's always a nice touch!
- Checkpoints seem a bit unforgiving in the first part of the underground zone.
- I eventually discovered that there is controller support! I very much appreciate that, I feel that controller is the optimal way to play a 3D platformer.
- However, the controller controls felt a little odd to me. I would have expected 'A' to be jump, but it's switch to walk mode. RT is jump, which is fine, but then RB is spin which is fine in isolation but I don't understand why either jump or spin wasn't on LT/B instead so you could quickly do both since they're under different fingers.
- Sorry, that's pretty nit-picky of me I know.
- However, the controller controls felt a little odd to me. I would have expected 'A' to be jump, but it's switch to walk mode. RT is jump, which is fine, but then RB is spin which is fine in isolation but I don't understand why either jump or spin wasn't on LT/B instead so you could quickly do both since they're under different fingers.
- The green gems feel really nostalgic to me but I can't place them. I know they're similar to a collectable in something else I've played but I'm drawing a blank. I thought maybe Spyro but Spyro's gems are more... well, gem shaped, these are much more geometric.
- The platforming for the most part feels really good (in spin mode), but some of the jumps I felt like 'there's no way I can make that' and I made it with ease, and others that looked easy but I had to do some tech to get them. I don't know what it is.
- I did not find any cosmetics, I assume I didn't play long enough to find them. However, I really like knowing you added them into the game! Cosmetics are always fun! (when they're not micro-transactions. Or gambling.)
I think that's all I've got for now. I hope that didn't come off as negative! I'm trying to be constructive and help the game improve! I've got to say there has been a few games I've rated for this Jam so far where I've had to preface my comments with "This type of game isn't usually my thing, but...", However yours is exactly my thing. I love a 90's inspired 3D platformer collectathon. And this one feels like a worthy entry into that genre! I was not just saying things at the beginning of my review when I said I want to return to this after I'm done rating games, I really do want to finish it and hope you continue to expand it!
Thank you so much for the wonderful game experience! Have a fantastic day and good luck in the Jam!
Thank you for playing, and I'm glad you liked it :D
Jumping while walking adds an amount of momentum that felt strange and I always overshot my jump
That is true, I mainly had walking as a chill mode or to do small adjustments (since it's really the only way to move "slow"). I'll be tweaking the walking mode if I can in an update postjam :)
The transition into the underground feels really long to me. I assume you're actually falling all that distance?
Yes! You are falling all that way for both the distance and for a loading transition around halfway to unload the overworld (I do this in a few spots). This one is particularly long due to the distance, and to give a sense of "wow I'm still falling, where the heck am I going" haha. I may look into adding a rock or something midway to show progress but I'll see if it fits :)
Checkpoints seem a bit unforgiving in the first part of the underground zone.
Is there a particular spot in the first part that gave you a large amount of trouble? If you want to timestamp it for clarity I have a 100% video on the game page, and if you can say what you mainly had trouble with at those spot(s), that would be helpful!
However, the controller controls felt a little odd to me.
That is actually true, as controller support was a happy accident. When I set up my action maps I did controller keys right at the start then forgot about it until afterward when a friend used them for the first time (since I mainly use kb&m). I'll do a remap for sure!
As for the platforming, I tried to make small "movement" hurdles such as in the underground with the steps up to the temple. I think it's the 2nd step that requires you to know how to chain jump to gain height for getting up there. Or the underground entrance getting the hang of long roll launches, and using jump to get a farther distance via coyote time. Or I often add slight lowering of edges, or slight angles to indicate a jump off point, etc. I may have messed up in a few spots, so if you come across some that aren't great to you, let me know (if you want to) :)
I did not find any cosmetics, I assume I didn't play long enough to find them.
You can come across a few really early on if you know where to look ;) Others are in plain sight depending on the area. But yes I liked adding those, they were fun!
I hope that didn't come off as negative!
Oh this has all been great, none came off as negative don't worry!
Post jam I'll be doing an update with various tweaks, a few starting section changes to better enforce what the basic controller movement can do (and a few bug fixes), and some checkpoint tweaks (+ one additional one somewhere).
what an amazing game! the character was so cute and the platforming felt great. i was surprised by the amount of content in the game, i played for about 45 minutes and didn't get all the extra collectibles (i likely would have looked for them had i not gotten stuck in the end area). i had some issues with the camera but nothing major except for that one small tunnel you ascend through in the lost isle with all the platforms was really difficult to orient the camera in. speaking of i thought all the different areas were great but the lost isles in particular were super fun. the forgotten castle as well was a really nice platforming section, it definitely made me a bit angry upon some falls but it felt very rewarding to finish because of that. other than that i just would have liked a way to exit the credit room so i could look for the remaining secrets but absolutely amazing job. probably my favorite game so far, i'd love to see a post jam update if you're feeling up to it <3
I'm glad you enjoyed it! :D The Lost Isles was the final level I did so I wasn't able to tweak the geometry for the camera since I ran out of time. Although I am happy you liked it, I also think it's fun :)
Also, the statue collectables are saved across playthroughs (until I push an update for some reason where itch deletes it), so you can still get the rest if you want to!
I also have a post-jam update in the works with various finetuning, slight starting area changes and general checkpoint tweaks :)
I love it, the movement was really cool! My only note would be in the context of a jam, I really wanted to get into the meat of the platforming faster. Great game!
Incredibly well imagined, and relaxing experience. I love the art and the depth of the movement is incredible for such a simple game. My only complaint is how linear the second half of the game is in comparison to the first which is obviously the fault of the time constraint than anything else. Otherwise amazing experience!
Amazing work! So nostalgic. I find the jump acceleration a bit too hard to control in the beginning, but when you get used to it, it's so fun to play. And the huge map, the hidden secrets, so much content! I loved it, Congratulations!
Tell me the secret. HOW did you make a game in 7 days, that is genuinely better than most 3D mario games? (- the amount of content ofc) THIS IS INSANE movement is fluid and ultra fun, just give me this bug and I can jump around for hours. Music is just charming, fits very well with locations, and the N64 style graphics, just 10/10 experience.
An actual game jam masterpiece. I have no idea how two of you packed in so much content but I loved it. Slowly learning and mastering the movement was so fun and ofc the visuals and music were off the charts. You outdid yourselves. I guess my only feedback is to make the enemies more important to the game, like maybe they drop something when you squash them or maybe some enemies can pose a bigger threat. Outside of that it's pretty much perfect and I hope you expand this into a paid steam release one day.
Thank you for the kind words :D The enemies ended up being more of an atmosphere sort of thing, where you could go and bonk them since they live there, but is optional. I considered making a puzzle with the metal bug (since you can bounce on it) but didn't know of a nice way to do so. I'll see if I can add a lil extra something to them :)
Great game the music goes really well with the areas as well.
NO WAY you made this in 7 days, this is so ridiculously good omg. The levels were a bit too hard for me though ( 1 or 2 more checkpoints in the forgotten castle would've made it so much easier ) but honestly even though I was raging HARD, the movement tech is so so so so fun ( so many neat little speedrunning tricks could be possible ) and you can bunny hop!!!!!!! so fun man also the small little secrets and the unlockable outfits are great!
I'm glad you enjoyed it :D I worked a lot on the controller finetuning with the environment so I'm happy people like it haha. When the jam ends I'll be releasing an update with some tweaks for things, such as for checkpoint sizes and putting an extra checkpoint in the castle about halfway up to be nicer :)
I really liked the game!! It was very fun!! I just think you could do more spinning mechanics, the only spin that the game have is the rolling power, but great job anyways!!
Woah this is the BEST platformer I have in a while! Fantastic work ദ്ദി(៸៸ > ᴗ < ៸៸ )

- The N64 nostalgic visual is really appealing! I love how each area have their own elements and music.
- Fun, in-depth rolling mechanic with many tricks you can do, it's like Mario's jump
- Level design a very good and the mechanics are taught smoothly without too much hints
It has all element needed to be fun to speedrun, but right now I just wanna find all the collectables~ (Missed 2 trophies)

Thank you :D I'm glad you like the level design! It was my first attempt at this sort of thing so I wanted to go ham with it, and I found it really fun to do. In the post-jam update I will be adding stuff like a play timer and starting area tweaks, so it should be a bit more refined :) I hope you find the last trophies!
What a great treat! I'm a sucker for 3D platformers, so I really enjoyed this! The mechanics are super fun to play with, and the level design revolves around those mechanics very well! The art is super charming, and the music was great. Fantastic!










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