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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
I love this game, the bosses, the mechanics, everything!! Truly one of the best games of this jam for me. I specially love the simplicity, the bosses aren't easy but not too hard either (except the fish, I have problems with that one) , it's pretty balanced and I like it! The settings are super cool, the aim assisting feature really helped me. Fantastic game.
Really unique game mechanics! I had to stay focused and click fast to keep up
great use of the theme and game mechanics were easy to pick up and fun to play with! bosses were unique and different. great work!
Wow I am super impressed with this game, well done sir. Love the design and simplicity. Truly remarkable. Congrats on the game, and good luck on the jam!
I rated and submitted to return the favor of your rate submission of my game below! - If others read this, play/rate my game to get me to try yours as well! Thanks!
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!!