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A jam submission

SpinborneView game page

Spin to attack and defend in this charming boss rush roguelike.
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Spinborne's itch.io page

Results

CriteriaRankScore*Raw Score
USE OF THEME#264.0274.027
BOSS DESIGN#373.6473.647
Overall#423.6103.610
SOUNDS / MUSIC#543.5933.593
FUN#863.5273.527
ART / VISUALS#1033.8403.840
CONTROLS#1973.0273.027

Ranked from 150 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's Take on the Theme
Main Mechanic + Other subtle elements such as Attack Patterns and Animations

Did your team make the majority of the art and music during the jam?
Yes

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Comments

Viewing comments 40 to 21 of 119 · Next page · Previous page · First page · Last page
Submitted(+2)

God damn this is fun. The hammer feels very heavy and nice to use!

The more bullets are on the map it also feels like a disatvantage to the enemy!

Super nice and well executed mechanic.

Good job!

Developer(+1)

Very glad we could provide an enjoyable experience! We tried to add a lot of spins even to the design philosophies we used, especially happy with the fact we turned homing bullets into the ones players are more happy about seeing in turn of normal ones, and it seems it worked haha!

Submitted(+1)

Developer

interesting! you should be able to freely walk back into the arena though

Submitted(+2)

I played it for wayy longer than I though I would, because I was having such a blast. Idk man  it just clicked with me. Thank you for making this!!! I'm  really rooting for this one. Your theme is spot on . Really just a nice fun game to play and have a good time.

Developer

I'm glad you liked the game so much, thank you for playing!

Submitted(+2)

Oh man I really wanted to play the completed version for the jam. But the web version is not starting the game for some reason. I tried on both firefox and safari. Do you guys have a linux or a mac build?

Developer

unfortunately we do not, and we cant upload one on the page since jam has ended.

Developer

Small update on this, I'm chatting with swag specifically about this, here's hoping. I assume there's no way for you to play it on google chrome hmm?

Submitted(+1)

I will try it on chrome and see if it works or not.

Submitted(+1)

Works on chrome but still a bit laggy. I was able to play enough though.

Submitted(+2)

Very fun game, congratulations!

Developer

We're glad that you had fun playing our game! 

Submitted(+2)

Solid use of theme very good use of it

Developer

I'm glad you enjoyed our use of the theme, we tried to put a new spin to it. 

Submitted(+2)

(The web version wasn't working for me for some reason btw) Played this one before the jam, decided to try again with the new update. The mechanics are nice, great utilization of the theme, and deflecting enemy bullets is pretty useful in more bullet-hell-ish bosses lol. Nice work!

Developer(+1)

Sorry for the web version issues, the web build dies on certain pcs (we're trying to make it so it works on all pcs).  Aside from that I'm happy you enjoyed our game. 

Submitted(+1)

Super solid entry! I am really satisfied by playing your game in every aspect! It is beautiful and the gameplay is fun. Sometimes I would just lose sight of my cursor, but thats skill issue. This is the best one I played so far, congratulations!!!!

Developer

Thank you for commenting! It was an issue we noticed right before release and we tried fixing it with the custom mouse cursor but I see it is still an issue. I'm glad you enjoyed it!

Submitted(+2)

Hi lightpunch

Overall great game, i have a skill issue playing it though. I like the integration of the spin theme and the idea of the different weapons- more contact area versus lower damage. Game feel was also good too.

Yall should be proud, huge team, good job!

Submitted(+2)

Nice take on the theme man! love the art and the  general vibes the game have!!  

Developer(+1)

I'm glad you liked our game! Took us a while to hone it so I'm happy to see it pay off. Stay tuned, we might be adding more stuff later 

Submitted(+2)

Cool game. I liked the roguelike elements. The bosses are difficult and interesting, it took several attempts to get through. It’s good that it doesn’t roll back the game from the very beginning, as usual in roguelikes. I liked the spin mechanic, each weapon has its own speed.

Developer

Honestly we struggled around the decision of adding checkpoints but It seems like that paid off. Thanks for playing our game and I'm happy you enjoyed it.

(P.S, Just as a curiosity, what weapon is your favorite? I'm trying to collect some data so I can establish a list of  fan favorite weapons. hammer is the best, no questions about it)

Submitted(+2)

your game is cool i like it and is is easy to play but my game is harder no one can beat it can you try it and rate it please link ame =https://itch.io/jam/boss-rush-jam-2025/rate/3292181

Developer(+1)

I'm glad you liked our game, though I feel like a game that no one can beat isn't really made for anyone(my two cents)? I'm glad skilled players like yourself were able to speedrun the game. Honestly it gives us a reason to make a harder version so thanks for that!

Submitted(+1)

the secret is the hammer it make alot of damage make the game easier than any weapon 

Developer

Awesome to see another hammer user out in the wild. I just love the hammer cause of it's reach, its so nice.

Submitted(+2)

The DL version is great with mouse, but the browser version is VERY great on a tablet. First game that isn't OSU that goes this well on a tablet, I'd say. I imagine you didn't design it with that in mind, but perhaps that is a niche you could try to pursue if you were to take the project further.

The gameplay and boss design have an idiosyncrasy that I'd like to know your philosophy behind, though. 1)Spin the mouse around to attack 2) while spending stamina to continue spinning 3) against a moving boss. 1 can't be removed, but I think without 2 or 3 the experience would be more fun. Having limited stamina against bosses that move this much on an attack system that gets a while to get going gives a feeling me a feeling of being on a leash. The damage output isn't that absurd to need a limiter, and the boss isn't that static to get them on an infinite that melts their HP instantly. I'd even argue the real stamina bar is out-universe, in that it's how long the player can spin the mouse (perhaps an interesting approach to engage with this would be that the longer you spin, more mouse spinning is necessary to perform a spin in-game, so the player themselves can feel theyre out of stamina as they spin, rather than the game telling you so after a while. the different weapons then would have different timers or growth rates to when they start becoming harder to spin?).  Or, if stamina is really necessary, bosses could have stronger attacks to keep the player dodging, but move less, to not have your mind split between survival, pursuing and mouse spinning. 

Lastly, and this is less professional and more personal, the worm boss shouldn't come so soon, this battle isn't very interesting or as fun as the others, and you're so little upgraded for it too... (And to not leave it as a plain complaint, a concept: the worm coils around the stage and attacks by constricting; some of its segments are walkable/rollable and you have to escape through them while attacking to survive the battle.)

Overall, fun game with a lot of room to become a full game

Developer(+2)

very much appreciate the detailed feedback! its more than most would give. We implemented the stamina system as a limiter to being able to automatically spin the weapon, before it took no stamina and more or less just negated basic spinning since you could do it infinitely, so we took the approach of adding stamina to it. I wanted it to be a balancing act of being on the offense/defense a bit, in the sense you cant permanently deflect bullets while spinning super fast. I also thought about removing the auto spinning altogether but i didnt think that would feel very fun to do for extended periods of time.

Submitted(+2)

I see, sounds like either way there was something to be lost and you made a choice you had to.

Maybe then you could have best of both worlds by adding a random drop that can spawn randomly rarely, a bespoke Mario star, that gives you infinite stamina for a while, just to let those mouse-spinning juices flow freely. No need to rebalance everything, while still giving the player that golden chance to go wild.

Submitted(+2)

This is such a fun implementation of the spin theme! Had a lot of fun trying out the weapons, right after I tried to click the extra powers for a full minute before realizing that I need to click specifically on the "Select" haha!

Submitted(+1)

I ended up skipping an upgrade for the same reason :3

Developer(+1)

We're going to work on a better user interface for later updates, but I'm glad you had fun playing our game!

Submitted(+4)

That's a good game with a good mechanic implementation and it's fun to play but a fine tuning may carry this game further.

Developer

I'm glad you had fun playing our game! 

Though I'm curious what fine tuning you'd do to make the game better. 

(+3)

While this game isn't my cup of tea, it's definitely fun to play. The spinning controls were a bit funky at first, but I like how unique it is- I've not played another game like it! The art style is gorgeous and I love how it looks. The animations were very fluid and smooth, as well! I liked the first boss design the most, but the third boss was very difficult and that's where I'm at still. I understand if it's not wanted for the difficulty of it, but I would appreciate the option of health pickups if there were any other updates to this. I hope to see more games from y'all!

Developer(+1)

I'm glad you had fun playing our game. I'm also happy that you got used to the controls quickly, helps justify some of our design decisions.  You'll break through geo-mans sooner or later I promise. I'm happy you had fun though!

Submitted(+2)

The game was fun! The designs were interesting. The clunky weapon controls were a bit difficult as they weren't super responsive, but that added challenge made it unique

Developer

The clunkiness of the weapon was due to us building the control system around momentum. It's a feature of the game, a super light weapon would have little to no clunkiness while the hammer is a pain to use for those who don't understand the system. I'm glad you found it challenging and you had fun playing our game!

Submitted(+3)

This is absolutely fantastic, I had SO MUCH FUN spinning my mouse around! Perfect implementation of the theme, and I like how the different weapons cater to players' playstyles (I personally like the scythe). So well done, congratulations!

Developer(+1)

I for one am a hammer player but I'm glad you found a playstyle that suited you. It took a while for us to fine tune some of the weapons, so to see a healthy community spawn behind each playing style is fun. I'm glad you enjoyed the game!

Submitted(+2)

The bosses are great, and I love the take on the theme.

Developer

I think once the theme dropped we just kind of knew we wanted a core mechanic to be a spinning *thing*.  I'm happy you liked the bosses too, since it took us a long time to iterate on them until they were fun to fight. I'm glad you enjoyed our game!

Submitted(+4)

The game and the art are well made. It has a high level of polish. Great job. I enjoyed how the boss are well designed. Great game.

Developer

I am so happy we iterated a lot over art and boss design then. I said it in a pervious comment, but every boss went through at least 4 rounds of iteration if not more, and I'm glad the time we put into that worked out. Thanks for trying our game and I'm happy you enjoyed it!

Viewing comments 40 to 21 of 119 · Next page · Previous page · First page · Last page