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Confused Jellyfish

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A member registered 73 days ago · View creator page →

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Thank you so much for playing!!

The magnifying glass / question‑mark objects (which is a tie and lollipop, for... some reason. Not sure what game jam me was thinking) were originally meant to be interactable items (armour and healing items), but we didn’t have time to finish that system during the jam. Right now they’re just little references to Juniper Dev’s attire from the game jam announcement video, so you weren’t missing anything — the E key doesn’t do anything outside menus yet. I really want to make them proper pickups in a future update though!

As for progression: yes, the boss is currently the end of the game. We’re planning a small mid‑game section and more story/lore for a future update, but we’re super busy at the moment so it’ll take a bit of time.

About the corridor level — that was actually meant to be a secret challenge stage! You weren’t supposed to get it on your first run 😅 We’ll be adding conditions to access it properly when the Mac and Linux builds release.

The maps aren’t fully random yet- there are about seven variants that shuffle around. I’m hoping to add a more dynamic system later on once we figure out how to implement it cleanly.

Thanks again for playing spirals and for the feedback — it really helps shape what comes next!!!!!

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.

Thank you SO much for sharing the full report — this is unbelievably helpful!

The level of detail you put into this is incredible. We really appreciate you taking the time to dig into even the tiniest of details so thoroughly!

We’ll go through everything you logged and use it to help shape the next update. Some of the issues you found are things we definitely wouldn’t have caught on our own, so this is genuinely valuable.

Thank you again for taking Spirals seriously enough to make a whole QA document — that means a lot to us. As stated previously, we are very busy right now with another project, but this should hopefully make the update come out even faster than expected!

Thank you so much for the detailed playtest notes — really glad to hear the hack‑and‑slash feels satisfying!!

A separate SFX volume slider is definitely on my list; a few players have mentioned the attack sound being loud, so it’s super helpful to have that confirmed. And thanks for pointing out the screen.orientation.lock() error — I’ll wrap that in a feature check so desktop builds stop throwing it. Also THANK YOU for the Notion QA report- If you're comfortable with sharing it we'd love to take a look!

Really appreciate you taking the time to dig into the build - I plan to make a new update soon enough, but we're both VERY busy on a seperate project so it might take a little time.

Thank you for playing spirals! The health refill is basically just the character's health and stats resetting whenever you enter a room. It's not meant to happen, but we plan to adjust it in a future update (we're thinking you get around half your HP filled each level instead). Also thanks for pointing out the loud SFX- I plan to add an audio limiter at some point when I have more time. Really happy you enjoyed the game!