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SpinBlade Duels's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2535 | 2.049 | 2.556 |
| Visuals | #2756 | 2.138 | 2.667 |
| Enjoyment | #2838 | 1.960 | 2.444 |
| Creativity & Theme | #3013 | 2.049 | 2.556 |
| Overall | #3054 | 1.978 | 2.467 |
| Seriousness | #3316 | 1.693 | 2.111 |
Ranked from 9 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
Solid game. Wish there was a little more depth to the battles. Visuals are consistent but could have a little more juice. Won my first attempt without thinking too much about strategy, maybe make it a little tougher?
thanks for trying my game and giving feedback!
I didn't discover I could dash until I've read the comments here. I guess I could've also found that there was a dash if I had read the instructions, so my bad on that :P
First attempt without the dash I just died without really understanding why. Second attempt with knowledge about SP and the dash I got through.
What I've got to say is that it's hard to control the beyblade, as it slides too fast.
Additionally, I didn't really understand that I was dashing when pressing RMB. From what I've understood, it kinda feels like dashing is also tied to being on the move (pressing WASD). I tried dashing while not pressing WASD but still on movement and I got an immediate stop.
I somewhat understand when I hit an enemy as it is a direct body hit and I get knocked as an effect, but apart from that there's no feel of contact (sound, vfx). Same goes for the walls. I assume the walls make me lose SP (?)
Another potential design improvement would be the overall map. It's a big map for such a tiny fight between these two beyblades. Without the pointing arrow that another reviewer suggested, it would've been even more taxing such a big map.
I appreciated your work on the visuals.
Either way, solid effort for a jam build. Good luck out there! Cheers,
Thanks for trying my game! The arrow was already there, that other comment or was suggesting something different. The beyblade being hard to control is kind intentional, as it encourages using the dash as correction for slippery movement, tho it is my bad i didn't make sure that if there's no input, dash still happens. The collisions reducing SP was also mentioned in the instructions. Also I don't know why you had no sfx, there is one there, another commentor also said it and they liked it, it sounds like metal striking. Maybe it bugged on the web build? Or you accidently had the volume too low or webside muted? There's sfx for the spinning, collisions and a battle theme that can be turned off and on. If possible, i recommend you to retry the web one, after making sure nothing is muted, or downloadable one, it shouldn't have audio bugs if it was something with the web not loading correctly.
Victory! Okay, kinda fun) I would suggest maybe some kind of indicator when you close enough to enemy would be nice! Good Job!
thnx for playing my game! can i ask u to elaborate what u mean by "close enough to enemy"?
Sure, i meant moments during gameplay whem you are close enough to enemy to press dash and deal a lot of damage. At the end it will appear as mini quick time event. I also invite you to play and rate my game) Interested in your feedback<3
you will deal damage regardless of ur range as long as u collide with more momentum, the dash is just to give a quick burst in case u r slow and vulnerable. also i will play other games once i fix some stuff in my game, but i think i cant pick and choose ur game, as i can only play games in my queue
Hmm, weird, you should be able to play... Maybe you firstly need to 5-8 reviews and then more option will open up for you
Or you can access my game through my page and in top right after you play - select rate for game jam
I love the premise! I found the dash difficult to understand however, and I randomly died one time before I'd even seen the enemy. The sound design is fantastic, hits feel very satisfying and the whistling is immersive. Shame you didn't have a bit more time, because I think the gameplay could become really fun with a little bit more development time.
thnx for trying my game! internally the dash gives u a boost in the input direction at that frame, so that u can immediately dodge walls or tackles. also that random death is from not tackling the enemy within 15 secs. i dont know how to better word it in the instructions. its to ensure players dont win by sitting idle in a corner, becuz if players avoid any collisions at all, the opponent will automatically lose given enough time. over the next 24 hrs im going add some music in it, just didnt have the time before submission. and yeah i wanted to add abilities tied to the core, like u can leave behind a dustdevil that sucks spinblades in and drains their sp, or an aoe ice attack that makes the area incrdibly slippery, but it wouldve taken more time than i could give