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The music and SFX are pretty good, and the movement and slashing work well. However, some technical issues and design choices made it frustrating to play over time:

Technical issues:

  • The audio volume was very inconsistent, to a point where after a spin I could barely hear anything and after another it was painfully loud. I don't know if you're familliar with this or not, but it happened quite a lot.
  • If you stand too close to an enemy it can damage you way too quickly. I lost about 1/4 of my HP in a split second during the boss fight because of one small enemy. An invincibility window after taking damage would help a lot.
  • In one of my spins the character became invisible (just a minor bug)

Design:

  • I don't like the idea of making the player weaker/slower knowing that there is a boss waiting at the end of the run. At some point if I had my damage halved I just refreshed the page and started all over.
  • There is no incentive to explore and kill enemies (unless I missed something entirely). Once I realized it didn't matter I got to the boss in a minute or two.

Overall there is a good foundation here, just needs some work with those points.

P.S the Juniper game jam was an absolute banger

Thank you so much for taking the time to write such a detailed breakdown — this kind of feedback is honestly super helpful!

Really glad to hear the movement and slashing felt good, and I appreciate you pointing out the audio inconsistency. We’ve had a few players mention volume spikes (and I've kind of noticed it myself lol), so we’ll be revisiting the SFX mixing and adding proper volume controls in a future update.

The damage‑tick issue is also on our radar - I accidentally shortened the invincibility window at some point and forgot to extend it again, so I plan to extend it at some point.

The invisible‑character bug is one we’ve seen once or twice, so thank you for confirming it still happens.

As for the design notes: totally fair! The wheel’s negative effects are meant to add chaos, but the I've personally noticed getting a debuff before the boss definitely kills off some of the fun. We’re experimenting with ways to make exploration more rewarding and to make negative spins feel less like a “run killer.”

Also — I played your game you made for the Juniper jam and it was genuinely my favorite one out of the entire jam.  The vibe of the game show and the minigames have still stuck with me for a while. It’s really cool seeing someone whose game I loved also take the time to give such thoughtful feedback on Spirals.

Thank you again for the critique — there’s a lot here we can use to strengthen the next update. We’re currently busy with another, much larger project, so changes might take a little time, but this kind of feedback really helps us move in the right direction.