Spinnerets by Jeremy Ryan

Description
A spooky sorcerer has cursed you and up to three of your spider friends to spin in perpetual loops. Might as well enjoy it while you can.
Controls
Press button: Start charging your mouth cannon
Release button: Projectile vomit
Survive to be the last one standing!
Tools
Graphics: Paint.NET
Audio: SFXR, Audacity, and my Casio keyboard
Programming: Python and PyGame. I used existing tools for UI buttons and loading sprite sheets.

This game is local multiplayer only. You'll need a friend to enjoy it!
| Youtube | https://github.com/jeremycryan/LD47 |
| Youtube | https://plasmastarfish.itch.io/spinnerets |
| Original URL | https://ldjam.com/events/ludum-dare/47/spinnerets |
Ratings
| Overall | 29th | 4.105⭐ | 40🧑⚖️ |
| Fun | 13th | 4.154⭐ | 41🧑⚖️ |
| Innovation | 201th | 3.551⭐ | 41🧑⚖️ |
| Theme | 319th | 3.563⭐ | 42🧑⚖️ |
| Graphics | 33th | 4.268⭐ | 43🧑⚖️ |
| Audio | 36th | 3.963⭐ | 42🧑⚖️ |
| Humor | 85th | 3.515⭐ | 36🧑⚖️ |
| Mood | 120th | 3.645⭐ | 40🧑⚖️ |
| Given | 25🗳️ | 44🗨️ |
I've played with my brother and we played like 8 to 10 rounds and having a blast!
Seriously, get a full game out of it!
My sugestion is just improve the wall colliders, add some other maps and special powers, but, really really nice work!
@mikoziq @jonathanfdr Glad to hear you liked it! My wall collision code is certainly quite buggy (there's an Easter egg if you manage to slip outside the play field). Game jam code!
Definitely room for more powerups, terrain types, etc.
Really nice job. As others have said this would make a great switch title.
You can currently speed up the results screen by pressing your input button (one second each time) but that's certainly not apparent from the UI.
**Edit:** somehow misread that as the transition screen ("change" time? No idea). Charge time is good feedback! It's currently set arbitrarily to 1 second, or less with the green powerup.
I would've loved to see some match settings to be able to customize how the game was played, but that's more of a wish than feedback.
Solid entry!
I loved the art aesthetic and sound. This is the first game I've played using PyGame, and I think you did a great job with it. I'll have to check out PyGame in the future! The powerups were fun to try and get. Also I think the feeling of shooting and bumping in to things felt good. Overall great submission!
You really created what could be a full fledged indie title, GG!
Also super cute visuals! Reminds me of https://store.steampowered.com/app/1390350/Webbed/
I like the polish and content you put into this. The only thing that's missing is controller support...
**Took me long enough to get to it, but here we are!** Had the chance the take a game for a spin (hah) as a multiplayer game like it's intended, remotely through the power of Parsec! I ended up playing against @moski until one of us got to ten points, and while he started on the lead, I ended up taking the spinning trophy home! :trophy:
It's really fun to see a compo game done with group-play intent too, and I think you did that pretty well! I feel Ludum Dare ends up motivating people to try more single-player experiences since its a do-from-home jam and because of the rating system. However, multiplayer games are always some of the most fun I recall having in game jams, so thank you for brining that experience here too!
First off, I have to praise the really good presentation! While simple, it conveys all of the information that is intended. The spiders stick out with their unique looks from the environment, and you can easily tell the destructible stuff from the walls. The little polish such as your intro screens and the trail effect of the projectiles were all pretty good! :spider:
Gameplaywise, I had a lot of fun! However, I feel like I was having _even more fun_ when some of power-ups were around, especially the sock one and faster spinning ones! While I can see the reason as for player's not to spam each other, I feel like I would have appreciated the faster spinning and firing. It did feel at times that the default firing speed was a bit on the slow side.
Even then though, the power-ups were really fun and created an interesting dynamic between going after them while avoiding getting hit by the other player. The only power-up we really didn't understand the effects of was the mandible power-up. Even then, everyone of the other ones were really fun to try out and try to use both to our advantage and disadvantage.
**I can picture this being a really big mayhem with four players, and I hope I get the chance to play it some time.** Once again, it was a delight to try this game out, and it's really fun to see your skill with different code libraries shine and deliver really polished stuff in 48 hours. Now that we're back to Ludum Dare we hope to see more stuff from you around again! Cheers! :whale:


Played this game with @JorgeGameDev through Parsec, so there could have been some latency issues that are not the game's fault.
With that aside, this game felt quite fun to play! We had plenty of thrills! Took a hot second to understand, but afterwards, we were firing and dodging and maneuvering all over the place! I wouldn't say that this game is the most innovative of the bunch, but what makes it stand aside is, of course, its multiplayer component. That can be a hurdle to a lot of people in the jam, so we're glad we had a workaround for it.
The game is quite competitive, and feels very polished. Spinning and charging was a bit on the slow side, although I do believe that'd be better suited for more players. Were it only 2, faster movements might have made the game last a lot longer and with less intensity.
We ended up playing until 10 wins, with me losing at 8 but ending quite satisfied with what we played. I'd even say that it was one of the most fun games in the jam, if only because of the multiplayer component. Ah, how do I miss party games. And parties overall, but still.
Great submission! Can't praise it enough! :whale:
*Edit: And that mandible power-up doubles your firing rate! I have snarky names and descriptions like "Slippery Socks" and "Mandible Lubricant" in the code, but didn't get around to implementing tooltips for them!*