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A jam submission

Spin to KillView game page

Spin your Sword to defend your Castle from the Monsters!
Submitted by mikachelya, EllaTAS — 7 hours, 33 minutes before the deadline
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Spin to Kill's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#3803.7653.765
Visuals#5653.8683.868
Overall#6583.5823.582
Creativity & Theme#7793.7213.721
Audio#8773.2353.235
Seriousness#12973.3243.324

Ranked from 68 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Other/Custom

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Comments

Viewing comments 46 to 41 of 46 · Next page · Last page
Submitted(+1)

I liked the boss level after maximizing all upgrades.

Wow, this game is HUGE.

I really enjoed it, super fun bullet hell. If you really done it in a week, you are pro!

Submitted

Concept is cool, visuals are nice, but I didn't fully understand controls. Anyway, I enjoyed gameplay

Submitted

This game is super super fun!! Ngl at first it was quite boring but got  WAY more fun after all the upgrades! The visuals style and music create this really nice atmosphere, really triumphant. The only slightly odd thing was the movement, it felt like in order to actually swing the sword you had to sit in the same spot and just circle your mouse, but regardless still the game was VERY fun!

Submitted (1 edit) (+1)

Very well made game! Here is my honest review:

Pros

  • Nice background music and VFX
  • Art suits the game
  • Fun sword swinging mechanic
  • Very vast skill tree with various upgrades
  • I really liked idea that instead of tower hp you have timer that decreases on hit
  • A lot of types of enemies
  • Nice progression curve

Cons

  • For me player movement towards mouse felt a bit inconvenient. My player always goes into one direction farther from castle and if I want to return I just lose spinning force
  • Rounds too short

My suggestions/improvements

  • It would be really good to control player with WASD instead of mouse position
  • Mechanic ideas: 1. you can add small spinning swords that spin around you. They appear every X seconds and then disappear after X seconds. 2. you can create slam on RMB: player jumps and when hits the ground he damages all enemies in an area and creates area that slows enemies. 3. Passive powerups that sometimes appear on the map. They give some powerful abilities for short duration. Examples: fireballs(lightning) from the sky, crazy (too fast) spinning force of sword or some other. So main point would be to risk castle to pickup those powerups for greater reward.

In overall I really liked your game. I hope you will continue to manage it further and release a full game. If you didn't understand something from what I have said, feel free to ask me.

Developer

Thanks for the comprehensive feedback! Temporary powerups that you have to pick up is a really good way to encourage the player to move around more, instead of sitting in the middle.

Submitted (1 edit)

Very good game with nice art style. Had fun progressing but couldn't swing as much as i wanted to. If the rounds could be longer and the spinning swing mechanism would be more satisfybing the game would be incredible! Maybe moving with AWSD could help the player to control the spinning? Progression tree was the thing I loved. It was meaningful and made visible impact, a lot of different approaches to make. Good job!

Submitted(+1)

very good incremental game but i think spinning could be better it was kinda hard to continue spinning for a long time

Viewing comments 46 to 41 of 46 · Next page · Last page