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A jam submission

Spin OnView game page

Rip through demons with your drill!
Submitted by mikolak64 — 21 hours, 7 minutes before the deadline
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Spin On's itch.io page

Game's Take on the Theme
The player uses a spinning drill to destroy demon bosses! Gameplay focuses around powering up and dashing around using a spinning drill.

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

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Comments

Submitted

The visuals are solid and the tutorial helps to understand the mechanics a lot, these are fun and work nicely in game, its challenging and cool game really well made!!

Submitted

Rated! ;) Monsters Inc Strikes Back! :D  Great art!

Thank you if you rate my game as well.

All the best, keep it up!

Submitted (1 edit)

I admit I was a bit worried when I saw the quite raw main menu and the long tutorial (which looked blurry on my 1440p monitor), but the ingame was actually much more polished and looked crisp!

It had good pacing and had me retry a few times but not too many. At first I didn’t understand where I could power up as the tutorial briefly talked about blue flames which I expected to spawn across the level as power ups to reward good moves, but they were in fact spawning at one of the fixed locations (pedestals) after an unclear amount of time, seemingly unrelated to my moves. So I spent my first run drilling through bullets and the boss doing nothing else.

My main issue across all bosses was with the energy system (some feedback similar to bashindan’s):

  • energy and health is shared which meant that powering up with pedestel blue flame and getting hit creates a movement of back and forth on the single energy/health gauge, making it a zero-sum game where you may do a few mistakes and get back to square 1 (or even square 0, see below). Having two gauges, while more traditional, would allow to advance toward max power = ability to defeat boss = victory and in parallel toward 0 HP = defeat. Being close to victory and defeat at the same time = climax -> more tension before defeating boss or being defeated. Not saying a game couldn’t make it with a single resource, but in this case I felt like I’d rather kill or die and retry at some point. Of course you’d have to tune the power up steps so you don’t reach max power too early since getting hit would not decrease it anymore (and once you reach high drill level you can basically drill across the whole level and you don’t fear many things anymore)
  • same remark as bashindan, having 0 energy preventing drills entirely made the game quite depressing and slow, as you’re waiting for the next blue flame to spawn, unable to protect yourself (and when cornered by bullet patterns there is simply no hope). Ideally you’d still be able to use your basic move (if you separate health and energy, energy would never reach 0 so this wouldn’t happen, but if you want to keep the single resource system you could at least give a minimal Drill attack at level 0).

Now for boss specific feedback:

  • boss 2 and 3 have 360 bullet patterns, which per se are not an issue as you can drill through individual bullets. The problem is that you want to drill toward the center when the bubble appears, and sometimes you do it a bit late. So you destroy the bullets instead of the bubble, but only in your path, and often upward. After that, it’s easy to move a little left or right and accidentally touch one of the non-destroyed bullets, making you feel you’re not rewarded, and even punished, for drilling toward the center half a second too late. May have as well got away and drilled tangentially just to reach a safe place. Now, if this was intended as a risk-reward / push-your-luck (not really luck but timing) mechanic to incentivize the player to only drill toward the bubble if they are sure they’ll reach it in time - and if them not to move at all to stay in the vertical path and not touch side bullets, that’s fair. I felt like the bubble time was a bit short for this though. Now, as with all patterns, with training I could reach all bubbles in time (or learn to give up, or force myself not to move sideways), so it was OK (I’m still writing my first impression because eventually, all challenges can be overcome with training and nothing sounds unfair once you master it, but at this point my feedback won’t be super interesting).
  • speaking 360 patterns are quite dense and it’s hard to jump between the bullets - prefer drilling through them. Unfortunately in some configurations you drill through it only to fall into another pattern. But this can be reduced by predicting the next 2 patterns and how they will combine (as usual in bullet hell). Generally speaking I find it harder to dodge bullets in side-view platformers, but it’s an interesting challenge.
  • boss 3 has a pretty cool intro. It does the first 360 shot without any warning nor bubble though (of course you learn it afterward).
  • for boss 3, I tried a few different approaches such as focusing on the center which is the most dangerous pattern (ok if you’re good to dodge the 3-bullet patterns from left and right, but I still managed to get hit :p), or attacking both sides as well (which surprisingly worked better).

EDIT: forgot to add suggestion to fill the energy bar when doing a successful action (dashing through a bubble or projectiles, or specially colored projectiles) since in my suggestion you wouldn’t have pedestals. That said, I now see that having to rush to a pedestal after dodging an attack was actually quite interesting, and predictable. I played Re-Balance in the meantime and it alos has a mechanic where you must keep dodging until a certain item appears to attack, but I found it harder because the “item” could spawn anywhere on a big map - but on a map covered by the screen, it was actually okay.

Submitted(+1)

I really like the way the game looks and feels to play. Super interesting health system for both you and the bosses, and I would love to see this concept expanded upon in a full game!

Submitted(+1)

great art work and nice sound track. 

Submitted(+1)

Absolutely loved the art and animations!  The gameplay concept is simple and unique and wasn't too hard to pick up.  A short interactive tutorial would have been a nice touch for this game instead of a how to play screen.  With a little more game feel like vfx, sfx, camera effects and hit stops, this game will be even better!  Overall, great work!

Submitted(+1)

Great spritework and soundtrack! It took me a while to get used to the control scheme, but being able to hit back to back drill attacks against the bosses felt very rewarding!

Developer

Thank you for playing! I’m glad you enjoyed it

Submitted(+1)

Its an interesting take with nice visuals but could do a little more fine tuning.

Once you get the hang of it using the drill to dodge and break projectiles is fun and this part of the design certainly has potential to go further.

As a side note, I think the game should remember the last keys you held whilst charging the drill, the number of times I let go after inputting the right direction only to then dash to the side is innumerable.

Developer(+1)

Thank you for playing! That issue with the drill not saving your last input is sadly a known issue, it mainly only comes up when playing on keyboard and I did most of my testing on controller so I didn’t find the problem until the last day or two of the project, at which point I wasn’t able to fix it in time. If I decide to go back and patch the game after this jam that will definitely be the first thing I touch up. I hope you had fun regardless!

Submitted(+1)

Its an interesting take with nice visuals but could do a little more fine tuning.

Once you get the hang of it using the drill to dodge and break projectiles is fun and this part of the design certainly has potential to go further.

As a side note, I think the game should remember the last keys you held whilst charging the drill, the number of times I let go after inputting the right direction only to then dash to the side is innumerable.

Submitted(+1)

The whole idea here is great. It's really smart, doesn't it feel good to see your idea come alive? Art's also great. It's just me but I would've wished my guy didn't get tired of charging the drill hahaha. Good Job!

Developer(+1)

You hit the nail right on the head! This is the first video game I’ve ever completed from start to finish and seeing it in motion is a dream come true! I’m glad you had fun with it!

Submitted(+1)

This game needs better tutorial than just showing controls. I see that gameplay was built for the gamepad users, but you still had to make better controls for pc users, since movement and attack keys are too close to each other and it's not very convenient. 

Developer (1 edit) (+1)

I’m sorry that you had difficulty with the controls. I would have loved to implement a tutorial level to help get players more acclimated but it ended up getting cut for time constraints. Similar issue with letting the player map their own keybinds, which I imagine would have helped alleviate some frustration for you.
If using WASD, jump and shift is too close together for you, maybe try using arrow keys, Z, and X instead! I tried to make enough standard control options so everyone could be accommodated.

I’ll keep this critique in mind for future projects though, thank you for your honesty!

Submitted(+1)

I really liked this game and beat all the bosses! Controls felt smooth and controller support was great. Simple mechanics but well executed. I also like the boss designs. The only thing I would change is either remove the overheat mechanic or give the player more time after the charge before it kicks in. I found it way too punishing to the point where I started letting go before the charge even kicked in. Other than that, it was very fun!

Developer

Thank you so much for playing to the end and for the constructive feedback! Originally I had decided to keep the charging time short so the player couldn’t float in the air for a super long time, I thought getting the “rhythm” of the charge timing would be fun to master. I may consider making the charge timer much more lenient if I go back to patch the game after the jam. Thanks again!

Submitted(+1)

I beat it! I really liked the spritework, and moving around and using the drill to dodge was a blast. For a while at first I kept thinking that I would have appreciated a crouch button, but the fact that one wasn't there was the main thing that forced me to get used to and improve at relying on the drill to dodge everything. Lots of fun with this one. 

Developer(+1)

Thank you so much, I'm really glad that you liked it!

Submitted(+1)

Cute aesthetic, good soundtrack, but the game's experience isn't quite ideal

Why not have the multiple pedrillstals charge together, instead of there being four of them for only one to charge at a time? I don't think you need all four at the same time, but having them charging on different timings would make the game more fluid. The first two bosses don't ask for it very much, as its easy to not get hit, but the final boss that actually can hit you often could use having more than one. The game has a look that makes it seem faster than it actually is, and that waiting time also makes having 0 DP be pointless, as it is easier and faster to die and restart than wait for the charge to fill and put you back to 1.

Developer (1 edit)

Thanks for playing and for the constructive criticism! The waiting times was a known issue through later development, it was difficult trying to balance around making sure you can't beat the first two bosses way too quickly with fast recharges vs making the final boss way too hard with the slower recharges.

I had originally bounced around the idea of spawning more charges more quickly and requiring the player to get more of them before winning and maybe that would have helped your issue of the game being too slow. Sadly I didn't have the time to implement that change later in development and hoped that people would like the game regardless.

Thanks for being genuine in your critique, it helps me get better!

Submitted(+1)

For the time available it is an understandable issue, but here' my suggested approach if you're taking the project forward:

The enemies could scale with active pedestals, in two ways, even. First,  you could have it be your believed balance "how many pedestals does this boss need to be fair?" The first one is easly a one pedestal, the second one could have 1-2,  the last one could have two normal ones and a slow one, I think.

But you could also make the player activate each of them, and the boss becomes stronger based on how many are active (stronger being different patterns, faster attacks, maybe dealing more than 1 damage per blast, more than one HP, one part of it cant be stunned, such things).  This way the player can shape their own experience, and you get to design a fight in different balances. One boss can be three bosses if you allow yourself to make it so.

The simple fact you can engage and evolve it in so many ways is proof of how you've developed something good already, just needs to be folded a few more times to show its full potential. 

  

Developer(+1)

Those are all really good ideas, thanks for the cool suggestions! I like the idea of players being able to dynamically choose their own difficulty, making the fight hectic and fast or relaxed and slow, seems like a strong way to make the game appealing for both casual and hardcore players.

Submitted(+1)

And you can also appeal to the achievement hunter audience by giving a trophy for beating the fight with each difficulty. Me personally, I love seeing a stage with the statues or stars underneath it showing I've completed it perfectly, so it would get me for sure.

Submitted(+1)

Fun game overall but with some problems.

Music is fun, artstile is charming and the mechanics are nice

But, the dash is really wierd, releasing both the arrow keys and attack button simply makes you dash horizontaly, and I didn't manage to even stun the second boss, where are you supposed to attack it?

Also what's up with these other comments, they are kinda wierd!

Submitted(+1)

the horns

Submitted(+1)

Didn't work when I tried, will try again!

Submitted(+2)

Only the tip, the part that gets the barrier when it attacks though, maybe that's why it didnt work

Developer(+1)

Thank you for the feedback! That weird dash mechanic was sadly something caught pretty late into development, I did the vast majority of my testing with controller where that effect of drilling the wrong way basically never comes up. Once I found the bug I wasn't able to fix it before the jam ended :(

But otherwise thanks for the kind words and being honest about how you think the game can improve!

(+2)

So cool!! Fun but challenging and I love the take on the theme and all the original artwork! Great job mikolak64 :)

(+2)

What a refreshing take on a platformer! It’s challenging, but not so challenging that it feels impossible! The gameplay is a blast and the developer made sure to put lots of fun animations and sound effects that make the game charming! It took me many tries to beat the first boss, but when I did I was rewarded with a sense of accomplishment and a new challenge! 

(+2)

Super fun! Had the pleasure of playtesting this and I was so pleasantly surprised with the experience. I knew mikolak64 was passionate about games but seeing a vision he had for a game come together as well as this has is genuinely inspiring. Give this game a try! First game and first hit imo! :D Can't wait to see what you do next mikolak64!

P.S. Game Jams like this reinvigorate my love for gaming every time!