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Game's Take on the Theme
Multiple aspects of the game involve spining/rolling: 'wheel of fortune' revolver, russian roulette themes, roulette selecting boss upgrades, boss's skill attacks also involve a spinning/rolling component.
Did your team make the majority of the art and music during the jam?
Yes
If not, please link to any asset packs or resources used here.
We've used some parts of these free asset packs: https://assetstore.unity.com/packages/3d/props/pbr-little-games-pack-4k-237164; https://assetstore.unity.com/packages/vfx/particles/spells/magic-effects-free-247933; https://github.com/CristianQiu/Unity-URP-Volumetric-Light
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Comments
Really fun casino shooter game, one of the better (or best) ones I've come across yet! combat feels clean, movement is clean, bosses feel fun to fight, it's just overall such a fun game. I'd easily drop more time into this if it got updates!
(PS: If you're willing to I'd love it if you can rate and leave some feedback on my game! This is my first ever jam and I'd love to see where I can improve for the future!)
Really cool. I've been hunting for all the other casino shooters in the jam and this one's been a real highlight. Huge props for the intro and how atmospheric it was. I also loved the lights out + giant roulette wheel moments, they were super vibey. I liked the steady pulse of the music and how dynamic it was, with layers coming in and out as the fight progressed, set a real tone.
Shooting and movement felt nice, and the mechanics were really neat.
I may have missed it, but I'd suggest maybe a key mapped for a quick reference on the bullets as the player gets started - I found myself going in and out of the menu a lot trying to remember what all the different types did as I got into a flow with it.
Overall, really great entry. Made me feel like I was locked in a soul duel with a truly scary foe. Sounds like a good boss fight to me :)
The game is very polished which I respect, man. The only complain I have is the boss animations. It's more centered towards the spinning roulette as the indicator of threat. It would be nice if the boss gave an attack indicator: animation, vfx, etc.
This is pretty fun and music is a banger. I love the implementation of bullets having another effect if you shoot it at yourself or shoot it to the enemy. I also love the different phases of the boss, how it evolves based on the roulette and it's never exactly the same in two different runs.
I think if you decide to expand this game after the jam, I'd suggest introducing to the player the different bullets more slowly instead of all of them all at once, I felt quite overwhelmed and kept checking the bullet guide but that might be because I have the memory of a goldfish at times, and adding some more SFXs, it was very hard to tell when I got hit from the boss' attacks.
This has to have the best opening out of any of the jam submission! This might sound weird but I like how you can sort of shoot yourself with the health/buff bullets. Would love to see the lethal ones have a utility function also outside of hurting you.
Thanks for playing! I'm not sure what you mean by the lethal ones? All bullets have a buff that will benefit you, we will work on hopefully introducing that better.
very fun game, the shooting felt good but i think the game needs more feedback/juice to it.
I’m not a shooter guy, but I enjoyed it. Maybe less hp?
I’m not a shooter guy but i enjoyed it. Maybe less hp?
This boss is INSANE, he has such a variety of moves, it's actually crazy how dynamic he is, how telegraphed his actions are, and how he forces you to be on your toes and adaptive with your playstyle. The main mechanic was really cool to play with, providing some strong tension as you frantically shoot to hop that it rolls a heal or shield. Just a generally awesome execution of a boss fight
The intro and exit are really nice and the whole game is a great take on the theme of spin, I enjoyed shooting myself in the head to heal
Voice acting?!?!? Wow!
Cool looking, with fun mechanics game and satisfiying effects on the bullets! Maybe the difficulty curve is a little high, and the boss has a little too much health, maybe its because Im terrible at shooters, like, TERRIBLE TERRIBLE at shooters, but it was fun. Another thing that you could improve is that the UI blends a little too much, like the boss's HP bar was hard to read when he was taking damage or not. Anyway, great job!
The 3D animated intro was a welcome surprise! I found that the boss was a little too tanky and that the yellow stun bullets didn't have much functionality since the boss stun duration felt shorter than the reload animation, so you couldn't even do damage while they were stunned. Overall, I enjoyed this game and the little story tidbit at the beginning. Nice work!
Good game! I really like the variety of bullet effects and how shooting yourself or the dealer changes the outcome. I wish there were more bullets like the red ones — giving a power boost while also taking some health. The boss felt a bit too tanky; it takes a long time to defeat, especially since its attack patterns aren’t too diverse. Also, I wasn’t sure what to do with the cubes — I just ran away, but they kept chasing me aggressively, and bullets didn’t seem to affect them. Overall, though, a solid concept!
Thanks for playing and for the feedback! We'll definitely be looking into balancing the bullets and boss and bit more. The dice are damageable, and any bullet except yellow/green can one shot them. We'll def be looking into adding better indicators for dice.
Mechanically, very favorite one so far! I love the conception as well as the execution. The ambience sfx in the start screen is amazing, really adds to the vibe. Voice acting is awesome, I DID NOT EXCEPT THAT!! Loved the distinct effects for each bullet. I loved that every bullet type added so much to the gameplay.
Listen, you have something really good here. I care about this game so if you are going to work on this game after the jam (I'll encourage you do), here are somethings that I'd love to see;
1. It wasn't clear when the hit landed on them. I was constantly looking up at their health bar to see if I did some damage or not.
2. I'd love to see if there was a way to learn what each bullet does in a diegetic fashion instead of going into the settings to read about them.
3. Optionally, make the bullets a tad bit easier to hit. It's very common in shooting games that use projectiles instead of hitscan to make the bullet colliders comically bigger than they are supposed to be. And it works, because it adds fun - which is it's all about.
4. Make me jump higher!!!
That being said, your game had me hooked for quite a while. Good one!
Thanks for playing and for all the feedback!
1. I had made the bullet effect much larger on hitting the boss to show a hit, at some point during playtesting felt that was insufficient, and then just... completely forgot about it lol.
2. I had so much trouble coming up with a good way for an interactive tutorial that didn't impact the flow/narrative. Definitely want to have a more interactive tutorial, still need to think of how.
3. I had... not thought of that. Which is disappointing considering I've made projectile shooters with that feature before.
4. Hmmmmmmmmmm
The intro cutscene was amazing! The voice acting and the whole scene set the mood very well, the UI was also fantastic. Congratulations!
The intro cutscene is great!
The fight itself has a steep curve I think, I couldn't make it past the second phase. I would love to have some damage indicators on the boss, other than the healthbar on top, which tbh I'm not really focusing at. I'd also like it if the boss itself would move too or if there were some obstacles in the level, but maybe that's part of a higher phase which I didn't get to. The UI looks great!
The audio was okay I think, but a little bland compared to the rest. It also stopped playing randomly after I lost one time.
Thanks for playing! The music does change/progress throughout the rounds. I'd not encountered the no audio issue before, might be a new bug will have to look into, thanks for the feedback!
That intro cutscene was legit, but I feel like it left me with a lot of questions after turning miniature and battling the guy lol. Lots of spinning though and feels like a pretty good fps! And the UI is just wow
Thanks for playing! The intro and ending cutscene represented the actual situation, while the gameplay part was meant to be like the metaphorical fight/game taking place, though I understand what you mean lol.
I really like the user interface; it matches the mood of a casino. However, I would like to critique the revolver's reload and shooting rate. I wish I could fire once per click instead of having a fixed interval between shots. A faster reload would also help me be more dynamic when fighting the boss, who has many moves and a lot of health. I'm still unsure how to use the purple bullet is not explained.
I played this on a 15 year old PC with around 20fps at most and I had an absolute blast. Though I did die on the third round, because the house always spins. Amazing game!
The intro cutscene is the most awesome opening to any game I've seen in this game, by far. The gameplay is smooth and the bullets add a lot of juice to the the vfx on screen as well as adding gameplay variety. Only slight nitpick is that the boss could be more interesting and have different attacks or different behaviors. Super impressive work.