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UP2039784: Spinny Clicky's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Most Innovative | #11 | 3.571 | 3.571 |
Overall | #22 | 3.071 | 3.071 |
Best Gameplay | #36 | 2.571 | 2.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A cool game concept and the visuals were pretty cool.
I did find that it was pretty hard to register if you were making any progress with the game overall so maybe some fine tuning to let the player know what they did right or wrong.
It felt very much like the tumble;rs of a safe and as such i kind of felt like it was a sequential thing which didn't seem to be the case.
A very intriguing idea which i would love to see worked on. I will definitely play any future versions of this!
Good idea, and great job on making this as your first game for TDEMO! But I think it could've been executed better!
I think you should make the game slower, and perhaps make it speed up over time, or make different levels where it's at different speeds, it's far too precise to be enjoyable because if you're even a slight bit out you lose your points, I think that would lose you a lot of players in that regard.
The fact that you used strikingly saturated colours along with the high spinning speed could make someone feel uneasy playing the game.
If you fixed the speed and the bright colours of the game and added some soundFX/Music, you could have yourself a nice little mobile game!
cool idea for a 1 button game and well done for uploading a game on time.
for improvements i would say that something 'satisfying' needs to happen when you click on time so the user has some feedback and so they feel good and the red background is really intense!!!!
instead of speeding the rings up to make it harder, maybe you could have added a 'zone' where the player needs to click inside of and have that zone be smaller to make it harder. furthermore, that zone can be randomly placed along the rings.
Thanks man, really appreciate the input. Some really interesting ideas there.
Great concept, however the game's objective is very unintuitive, and the timing is much too tight.
Thanks for the criticism. Completely agree the timing is far too tight.
Great concept, very different from a lot of the stuff on here, in a good way!
My main criticism is that the timing seems maybe a little too tight, there are plenty of times it looks like I should have hit it at the right time but had my score reset anyway.
Also from a design point of view if you have to hit the button when all the lines are matched up, and this happens whenever the centre ring matches up, is there even a need for the other rings to begin with? I would suggest maybe having the timing of each ring offset and then gaining more points for the faster outer rings than the slower middle ring.
Fantastic analysis, absolutely agree. The original concept for the game was to have the player win each ring sequentially and score 10 points per ring then a bonus for getting 3 in a row. Unfortunately due to my own time-management failures I quickly realized I didn't have time to make this happen.
The timing is definitely way too tight and frankly I knew this before release but I had already tinkered with it and couldn't afford to spend any more time working on it.
TLDR : You have seen through the thinly veiled rues of my game design. Spinny rings won't be enough to trick you it seems.