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Game's Take on the Theme
Primarily, the theme is addressed via the game's arena, which is a wheel that spins faster and faster. But also, many elements of the UI work with rotations or orbit systems. The order of the bosses is random, so they rotate. Many attacks use rotations, etc.
Did your team make the majority of the art and music during the jam?
I did all the code, graphic assets and music. I recorded some of the sounds (notably the bosses' voices), the rest came from "pixabay" and a little from "la sonotheque" and some were modified on Audacity.
If not, please link to any asset packs or resources used here.
https://pixabay.com/ https://lasonotheque.org/
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Comments
This is absolutely incredible!! A perfect execution of the jam’s theme! The boss fight concept is mind-blowing—I'm speechless! I just want to keep praising this game—truly outstanding work! 🔥
Oh! Many thanks for this praise ^^
Simple menu, mysterious music, and glowing text. I like! I think the neon effect could use some gaussian blur instead of bi-directional box blurring as the corners are missing some of the blur (maybe 2 pass directional blurs on them?) Minor thing, but just something of note. TBH it looks great without it personally, but thats just me. :)
Menu buttons could use some audio feedback on hover as well. Love that I can customize the heart icon! haha. Aim assist is a good touch too
I Beat the tutorial! Love the punching bag as the tutorial boss. Winning could have a bit more 'flare' to it like some animations or something, but its not a super important thing. Also the music just dies off? Maybe (if you like the silence aspect) you could layer some environment ambience under the music? But again, not something super important. haha.
I Love the gachapon machines / 'gumball machine' effect for picking the bosses and the dramatic music that starts with the boss fight. Fantastic stuff! The UI is simple and effective. A bit difficult to check on your health / boss HP since looking away from your player could spell disaster, so it may be nice to have the Health UI somewhere around the player / boss somehow? Just so that players don't have to divert their eyes from the task at hand to check on the status of their progress, but that could just be me. haha.
The game is quite challenging, but it never feels like the game is to blame, which is always a plus!
It is very clean. I think the fish and the hat were the hardest for me to beat overall. haha. The only major thing in terms of maybe helping players a bit with the bosses, would be to wait for them to trigger *back* to red only once the player has / is landed on a platform. I noticed a couple of times right after I would click to strike the boss It would change on me, so yeah, maybe delaying that until the player has hit the platform may be nice. :)
Overall, a fantastic entry! I had a blast and the vibe is incredible! It has a cohesive identity, great minimalist art style, and tons of variety! Great work!!
Wow! thanks for the gigantic feedback :D
Overall, I think everything you say is spot on.
The thing that comes up most often is that the user interface is hard to read because you're so focused on the action. As I don't really want to overload what's going on in the combat arena, I was thinking that a few clearly identifiable sound signals could be a solution to give clear information: a signal when our life starts to get very low, signals when the boss only has X life points left, a signal when the hourglass is about to run out and the boss is going to become invulnerable again, etc. I'd like to be able to use these signals to give a clear idea of what's going on in the combat arena.
Honestly, I think fish is hard for everyone! Personally, I can handle the magic hat, but it's the face that's always a bit of a challenge for me! But yes, the game is difficult, and you don't know how much it pleases me when you say that it never feels like the game is to blame ❤
There you go! Thanks again for your comment and for your notes :D
And it touches me all the more because I particularly loved your game!
nice! Yeah that makes sense. We had a similar issue with a game in the past that was heavy "focus on the player" and the way we tackled it was to have the HP bar appear and dissappear until your health was less than half. That said, I'm not sure if that would work with how quickly the player moves, so a sounds signal is a good call. Maybe you could leave behind a "heart list" with remaining and empty heart slots that fades out at the point of contact? Not sure. Sound definitely works, but isn't super accessible for people with hearing problems / if they wanted to play the game with low or without audio (late at night or whatever). Tough one to solve for sure!
But anywho, amazing work! A super solid entry and I had so much fun with it!! :D
and best of luck! Would love to see more!!
Made me smile to see your trijam skills translated into a longer jam! This game is absolutely awesome. A very difficult thing to do to make a boss rush (relatively) peaceful and minimalist, everything just clicks in the game from atmosphere to art to music to gameplay. Hitting the boss is so satisfying with the sound effect, and killing the boss even more so. It is very tricky, played a few times and hoping to try and complete it later. 5 star entry, well done man!
Thanks a lot my trijam friend :D
It's true that it's a change to make a game in a month!!!! But I feel that having regularly created games in a few hours has really made me progress in the way I plan creation.
And I'm really glad you liked it :)
I was regularly looking for your game in the submissions list. I'll try to play it today ^^
I played that game I think a week before the voting started? And it's really nice. Love the idea. Also sound effects are very silly, I love them too. Good job!
Thanks so much for playing and commenting^^
I had a really fun time recording the bosses' voices :D
It was hard to keep a straight face xD
There's a clip on my Twitch channel where you can see me recording the Joker's voices:
https://www.twitch.tv/douckdouck/clip/FunAssiduousShingleNotLikeThis-sMIlj3Z5cgy...
Gets a very good rating, I played this already multiple times and I enjoyed it every time. It is however definitely not an easy game, you have to get used to the patterns, but since it is well polished that's ok !
Thank you very much :D
The fact that the game makes you want to play it multiple times makes me very happy :)
Brooo! That was so much fun! A bit tricky at first, but I got used to it. Sorry, I'm not great at giving feedback, but you made a great game. GG! ❤
Many thanks ❤
Wonderful submission! The visuals are simple but effective use of color makes the difference. I covers the theme well and the gameplay is responsive and fun. It's a bit confusing to play at first, but once you've got the gist of it it's really fun. Man either those bosses are tough or I'm bad at the game. Very well done! I have really high hopes for this one.
Thank you very much for this warm comment :D
Don't worry, the bosses are indeed very tough!
I wanted a game that pushed us to excel. I hope that the game makes players want to try again and again, and that the difficulty isn't felt to be too unfeasible or unfair.
Very fun game, and I love the concept. I think this is a really good implementation of the theme and despite the minimal graphics and simple gameplay, it still gets the point across. This game makes you think about where you are in the boss arena before you attack, and so you must figure out where’s a good place to strike which is pretty neat.
Thanks a lot^^
I'm really glad you liked the game :D
I've played this game when you submitted it, and i must say, this was a really creative and cool take on the theme. Great job!
Thanks a lot :D
Lovely visuals, creative concept and unique mechanics. I enjoy the way you fight against the boss, and the spinning arena adds a fun twist! Great game.
Thank you very much for your comment^^
And thanks for playing :D
I really liked this game already when I first played it before the deadline. It’s impressive to see such a variety of designs working so nicely together. I like the randomization of the gumball mechanic but I’d like to be able to practice or revisit a specific boss and that was not possible without many restarts. I also find the difficulty on some of the bosses is a little too high. I wonder if a predefined order with an increasing difficulty of the bosses would had been a better way to introduce the more challenging mechanics. Great work overall!
Thank you very much for your comment. I'm glad you enjoyed the game and came back to it :D
It's true that the bosses can be difficult. It wasn't easy to find the right balance between a game that's demanding and challenging, that's interesting enough to make you want to start again after dying many times, but that's not unfair or unnecessarily/artificially difficult.
As for the random order, let's just say it's also a way of sticking to the theme. If you ever want to practice against certain bosses, in the game settings, you can force the order of the bosses with the “speedrun” mode. Maybe this will work for you.
Anyway, thanks again for your comment :D
Good to know, will definitely come back. For now there are just so many other games to check out first :|
Very Cool implimentation of the theme!
Thanks^^
Oh wow, this game is really really fun! Perfect take on the theme, and the boss fights felt just the perfect amount of challenging for me personally, along with very creative mechanics that fit the unique player controls
The aesthetics, sounds, and the little "extra details" like the ball machine sound/animation to show the new boss; as well as everything hourglass related, top-notch stuff... Everything ties in together really well and the game feel is incredible
Thank you so much for your comment! It really makes my day :D
I'm glad you like the game, both the challenge and the aesthetics^^
Really well done and challenging! will have to return to beat it. Seems like remaining bosses become harder depending of how many I've defeated. So if I strugle with one of them I might wan't to face it first when it's the weakest.
Kinda shame that I have to stay focued on fight all the time and ignore all the poslish all around.
Ahah, yes it's hard to make a game that requires concentration while leaving time to contemplate the polish :D Maybe that makes it a game that's fun to watch someone play. I hope so^^
And indeed, the bosses appear randomly but are more difficult depending on the order in which they appear. A boss in fifth position will have a lot more life, its moveset will sometimes be more complex, the wheel speed is increased, and the number of yellow platforms to activate before the boss is vulnerable is increased.
If you ever want to force the boss order, the speedrun mode in the settings lets you do just that.
Honestly, I'm having a bit of trouble myself when I end up with the fish or the face at level 5 ^^'
Anyway, thanks so much for playing and commenting :D
What a polished game! The little details like the hourglass emptying at the end of a fight, the face's eyes following you, and all the juice surrounding the game felt very clean.
Thanks a lot ^^
I love the game! its cool and unique
Thank you very much! “Unique”, that's a great compliment :D
Thank you very much! Your comment makes me really happy :D
The audio is not particularly 3D, but I'm happy if it gives an immersive rendering :D
Really cool mechanic
Thanks a lot <3
This game is a very creative take on the theme! Really cool mechanics as funny bosses. I found it hard to focus on the UI elements while playing, but if you are having fun and that engaged, who cares? Well done!
Thank you very much !
It's true that the game requires a lot of concentration. It's hard to pay too much attention to the UI, although I think it can become a skill that you acquire as you go along. If you don't pay attention to the hourglass, you can attack a boss when he becomes invulnerable again and take damage. So we'll have to pay close attention to the hourglass in future. In any case, I hope that players will integrate this difficulty with this philosophy. If not, maybe I could add some sound indicators to complete the UI :)
Anyway, thanks for playing and commenting :D
J'ai essayé le jeu aujourd'hui et il est plutôt amusant et facile à comprendre te prendre en main grâce au tutorial. Je n'ai pas réussi à battre tous les boss, ce qui me donne envie de revenir essayer le jeu.
Petite remarque, peut-être que l'item permettant de regagner de la vie mériterai d'avoir une couleur différente pour qu'on puisse le remarqué plus facilement, car je ne l'avais pas vu au début, mais à part ça très bon jeu.
Merci d'avoir essayé le jeu :D
Effectivement, battre les cinq boss n'est pas une tâche facile au début ! Mais je suis content que le jeu donne envie de s'acharner :)
Je viens de faire une petite mise à jour en réaction à ton commentaire. Après avoir essayé de changer la couleur de l'item cœur, je n'étais pas très satisfait. Perso j'aime bien le cœur en blanc, mais je peux comprendre que ce ne soit pas le cas pour tous le monde. Alors bon, mon choix fut de ne faire aucun choix : il est désormais possible, dans le menu des paramètres, de décider à quoi ressemblera cet item parmi 14 choix d'apparences différents !
Donc merci pour ton retour^^