Play S P I N F I N I T Y
S P I N F I N I T Y (check the devlog info pease)'s itch.io pageGame's Take on the Theme
https://youtu.be/VuoOHLZl6wc
Did your team make the majority of the art and music during the jam?
YES! + Please read the description ;)
If not, please link to any asset packs or resources used here.
https://gamesupply.itch.io/
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Comments
I really liked the first boss design and the fact the game is very forgiving with the HP system. I also really like the art style of this game. Well done!
"Game is very forgiving" – This is an excellent way to put it, thank you so much! 😃 And I really appreciate you taking the time to check out and rate my game—it helps a lot.
Wishing you a great day/evening! Glad to hear you genuinely enjoyed it. 😊
Very flashy game. Honestly one of the games that might need an epilepsy warning.
Personally I thought the chromatic aberration effect would bother me but I got used to it pretty quickly. The flashy visuals are definitely quite impressive!
I liked the music but most of the time to ship shooting sound effect would completely drown out everything else. The boss variety was good although some of them felt quite similar to each other. I personally liked the first boss more and would have liked to see more bosses in that style where you have to exploit a weak point or ones where you shoot straight up.
Any boss with the laser attack just seemed to be entirely luck based because I could not see how it's possible to avoid that attack as it just locks straight onto my position no matter what I do.
The health regen mechanic was also interesting, I like how it makes small mistakes like hitting rocks forgiving but I felt like it meant the only times I died were from going from 100 hp to 0 instantly, or from the unavoidable lasers that do loads of damage being spammed at me.
Was a fun time though.
Thank you so much for your very realistic and honest review. Yes, you are absolutely right. As I mentioned in a previous comment, the epilepsy warning/function was actually built into the game, but since I ran out of time, I didn’t manage to add a toggle for it in the end—I had to focus on executing the core elements instead. But as you said, that was the original plan.
Regarding the bosses, you're also right, and you see it well. Unfortunately, there wasn’t enough time for proper testing and fine-tuning, which is why it was submitted in this state. However, most enemies can be defeated by positioning towards the corners, though some can indeed only be beaten after a few attempts where they destroy you first. This is actually one of the reasons why I added the health regeneration mechanic later—it makes the game somewhat more "survivable."
Overall, you have a very accurate view of the game in its current state, and I really appreciate your analysis! :) This is what I had time for now, but in the future, if I get the chance, I'll definitely focus on improvements and further development! Have a great day/evening!
I had a lot of fun playing this game, graphics are interesting and the VFX are very cool. I love these hell bullet style games, the spinning mechanic added a lot to it. Boss design is great and the ship healing keep the game in a acceptable difficulty level, in my opinion. Great job!
Thank you so much for your review, Gabriel!
And for highlighting the player spaceship's health regeneration among the other important points. This is really crucial because the highest levels are likely only survivable with this mechanic, especially when it's almost inevitable that the main boss will deal bigger damage.
Thanks again! Wishing you all the best! :)
So, i managed to master the gameplay in under 30 min, and beated all boss under that time, the game is very fun but the more you play, the less challenge there is, all the bosses are technically the same, they follow you and attack you, what is different among them is their hp and shield value, the higher the level, the harder they are to beat, talking only about hp and shield, in gameplay pov, they were all the same, that is not a problem, the problem was that when the boss had very big collision, the arena was too obstructive and i kept dying over and over, maybe you could zoom out when the boss collision is big and larger the area, or add item to pick to give the player a shield or anything, idk, i'm just giving random ideas since i don't know what to say anymore, except this, i had a lot of fun, and this can be better, i'm willing to see where this is going
Excellent analysis Nekkoo! If I hadn’t run out of time, this would have been the plan.
Everything you mentioned turned out this way due to time constraints—my original plan was different. What you described is pretty much what I had in mind, and even more.
Unfortunately, this is more of a “submit it quickly before the deadline” version, but this wasn’t how I initially planned it.
Thank you for stopping by and checking out my game! Maybe all the missing elements will come in a future update or in some other form.
Wishing you all the best! :)
In that perspective, this is another feedback, the player movement is really dynamic, alongside with the maniability to aim with the mouse (tho i didn't know at first i can use the mouse because i didn't read, that is how i beated the first boss, which means, it is well made), is there any lifesteal or player regen? When i was low hp i do damage and it goes back to 100%, plus, luring the boss in the corner and trying many strategies is really satisfying even if it fails, and the asteroids doesn't make the fight unfair, in the contrary it keeps the player focused because the real danger is not the boss itself, it is the asteroids nearby that can damage you and kill you if you are low hp, tho all bosses are technically the same, the feel different with their hp and shield and behavior and speed and damage, it is not boring at all, my only issue is the arena, the arena is too small for a big boss like the final boss, it was frustrating to beat and i died a lot because the arena was too small.
Overall, it was a fun and satisfying game to play, and the boss doesn't feel too tanky nor too weak.
Good job, keep up the good work.
Thank you so much for rephrasing your thoughts in a new way—that's really kind of you! And I truly appreciate that you took the time to do so. Thank you for the kind wishes, and I wish you the same! 😊
Nice short boss rush game! The first level is slow and boring with limited movement and shielded boss. However that turns out to be the most unique boss in this game since the remaining bosses are pretty much the same save their different shields.
Thanks! Originally, the goal was to have progressive difficulty, but I had to override that when I saw I was running out of time. The first level is based on a logical factor that implements the spin theme in a unique way. Thank you for rating and trying out my game! :)
REALLY FUN GAME YOU HAVE HERE..... :) KEEP IT UP
Thank You Jice! :)
Fast-paced, nice game! Great use of the spin theme.
Thank you LSG! :)
Hey great game! Even better name!
GameName Bro! :D
(I think at least three have been made with this name. :P)
this game is banger
Banger :D Thx!
Great game! Could had played it for longer! The bosses where little too similar but it was fun and the controls where great! 👊
Thank you so much for everything, including the rating!
Yes, unfortunately, by the third level, I ran out of time to individually design the bosses, although it would have been great—this was the plan. Maybe in the future.
All the best! :)
A fun and dynamic game! The bosses are very fast, but they still manage to showcase their unique traits. I also liked the shift in gameplay elements after the first levels. Adding mouse aiming made things easier and faster, but the bosses got tougher as well. Visually, it’s very appealing. Great job!
Thank you for your kind feedback and for rating the game! I think you can shoot with the mouse starting from the second or third level, not on the first one. By the way, if I hadn't run out of time, I had planned to make certain weapons allow for more precise aiming, like homing rockets and such. But overall, the mouse controls work well. Thanks for stopping by, have a great day! :)
Review
This game has very strong core gameplay. The very binary volume settings from an accessibility point of view is probably my only real critique. I think your boss design gets away with being similar because the core mechanics and controls are really strong, adding variance could go a long way. Overall good game, I would look to games such as Nova Drift, for boss inspo and adding complexity to the gameplay.
Thank you for your feedback, excellent insights! Nova Drift, wow! If I had more than just one month to work on the game (which was actually just 2 weeks), I would have written Nova Drift 2 :D But unfortunately, time was limited. Do you know what else inspired me a lot? Warning Forever. Although it's a pretty old game, I think many people don't know it nowadays. Thanks for the review and suggestions! Have a nice day! :)
Damn, trailer was something. I liked the visuals and music. One thing, controls say that i can use mouse to shoot, but i couldn't, i was just clicking without the idea that i should've shoot with ctrl. But i liked the game, it's very dynamic and has unique bosses.
Thank you so much! You can start using the mouse from the second level - the first level is just an introduction. After that, the mouse should work properly! :)
This game is an absolute nonstop barrage of adrenaline, I felt like I was getting screamed at for my entire playtime and I kinda loved it. Just no thoughts head empty shoot fast and spin, that's the essence of life right there.
Huge thanks for your comment! Everything you described was exactly the goal of the game. :) I'm glad you liked it!
Nice game, love the gameplay.
Thank you Daa Dee! :)
I really like the core elements here. Game controls, looks, and sounds great. The main thing I think needs improving are the bosses themselves. Aside from the first one, they are all very basic and similar to each other. Rated the game five stars in every other category.
Yes, you're absolutely right about bosses. That was my original plan, and if I hadn't run out of time, I would have wanted to implement it as well. Thank you so much for checking out my game and for the rating! :)
I don't know what you consume when you made this- cough-cough I mean great works, it's feels like usual space shooting arcade games just that it's spinning around the area instead going straight, also idk how to fight the bosses that shoot lazer, it's always hit me and idk how to avoid it as it happen instantly or so for me, so I give up on that boss.
Also this is just my suggestion but I recommend you to put something like Loud Sounds and Flashing Lights Warning somewhere just saying.
That's all I guess, if I write something wrong or missed something, let me know.
Thank you for checking out my game!
And yes, you're absolutely right. If I hadn’t run out of time, that was exactly the original plan—a selectable option to disable the flashes and a progressive difficulty scaling system for the bosses. In theory, all of them can be taken down, but you have to maneuver very skillfully towards the corners.
By the way, your opening comment made me laugh—the answer is: coffee in any amount, and sometimes a little beer! 😆
Very powerful game. I enjoyed it.
Thanks a lot! ;)
pretty good, good difficulty curve, fun, great theme usage, solid 8.3/10 overall
Thank you for checking and rating my game! :)
very fun game the planets spin which fits the theme
Thank you. I like your name! :D