(accidentally closed window so this is me rewriting a comment in minor annoyance)
I know how jam games do end up with the most random game mechanics you don’t care about. I (miracolously) ended up with a similar game-setting as your “Drunk as I Like” in a jam, which was extremely outside of my field of gamedev. But even with those random mechanics that I don’t care about or even barely make sense I like to think about how they could be spinned into something that actually works. Is fun practice for things I actually care about (hotlinks roughly sorted from lowest to highest quality).
And sometimes I just get a little overanalytical of random jam games. Am not trying trying to be overtly critical of a jam game, am just living out a habit I like.
AAAAAAAAAAAAAAAAANNNNNNNNNNNNNND on that note: With the spinning attack I didn’t mean to say it is hard to dodge or unreadable. I meant it was specifically unreadable on the first attempt. When someone encounters a boss going spinny mode for a bit they would have no clue what the boss is about to do. In this case leading to them inevitably seeing a bunch of reimus explode. Which, while absolutely hilarious, can be rather frustrating. And due to the player being unaware if the Boss has another 5 of those attacks they can’t read on the first try it could lead to a ragequit. I personally would just add some homing indicator during the spinning so the player knows where the danger will be (of course only if I got the time for that, and also if I don’t have some special reason to keep the attack more ambigous).