Spinny Dungeon
The slot machine roguelike.
Each time you hit the SPIN button monsters creep closer.
KILL 'em!
LOOT 'em!
EAT 'em!
Focus on spells or synergies between symbols.
Spin to DIE or spin to SURVIVE!
The full run with one hero - Duelist - is currently available. Other heroes are under development. Your feedback is highly appreciated in the comment section!
Updated | 15 days ago |
Published | 28 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.6 out of 5 stars (14 total ratings) |
Author | TypingMonkeyStudio |
Genre | Card Game, Role Playing |
Made with | Unity |
Tags | 2D, Deck Building, Dungeon Crawler, Fantasy, Pixel Art, Roguelike, Roguelite, slots, Turn-based |
Average session | About a half-hour |
Inputs | Mouse |
Accessibility | One button |
Links | Steam |
Development log
- Version 0.1.615 days ago
- Version 0.1.419 days ago
- Version 0.1.320 days ago
- Version 0.1.222 days ago
- Version 0.1.127 days ago
Comments
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Check out this OP build. Not as high damage as the Berserk Armor build that Hayden's Studio hypothesized (or maybe a Samurai Armor build with tons of sword leveling via spell), but since this is ranged damage, it's feasible and reliable.
Scroll = +1 Mana
Mage Robe x20 = * 2^(20) Mana from scroll
Wizard Hat = 2^20 damage from scroll
Wasp = * 2 damage from scroll
Red Ring = + 2^20 damage from mana (first attack only)
Boomerang = * 2 damage from Red Ring
Total damage = 2^20 * 2 + 2^20 * 2 = 2^22 = 4,194,304
Wizard Hat is the core: then, all that's needed is even a single scroll, as many Mage Robes as possible, and food maintenance. The Robes give tons of mana via the scrolls, the Wizard Hat deals that mana as ranged damage, and the Philosopher's Stone (more than "Rich Mage, Poor Mage" with some books) collects that mana as gold. Tons of gold allows for removing no-longer needed Symbols, and tons of refreshing at the store to get the ideal mix of trinkets, and spamming Epic keys (buy, then delete, then refresh until it shows up again) to pick up more Mage Robes. Wasp gives a bonus doubling, although past 2^10, everything (except the one "Stubborn" foe) is a one-hit KO anyway. For the Stubborn foe, keep more scrolls at first.
Necromancer Hands is helpful for getting duplicate items, to get to this point. Goblin Hand in the beginning helps to get sufficient scrolls (and books, although ultimately they aren't needed) and Demon Hand later on helps get sufficient Watermelons and Mage Robes. Red Ring and Boomerang add an extra chunk of damage for the first hit only.
Contra Hayden's Studio's awesome analysis, I love the multiplicative scaling, and hope there's a way to keep it.
(Also note that a Berserk Armor build would have higher base damage, but still need food [two Watermelons plus Fruit Salad works] and some leftover space for enemies, so the max number of practically feasible Berserk Armor is, like the Mage Robes here, 20. But there would be a low probability on each turn of actually hitting.)
magus

this one is overkill
3k gold per round
38k gold the magus is a rich banker
Endless mode and ability to Gain more max trinkets and other peminent upgrades in shopes would be amazing.
Buy the trinket epic key and you will get >8 epic chests every spin!!!
Thank you for the report and the screenshot! I'm trying to recreate this strange bug.
i had fun, coin pile and farmers meant easier getting relics early on
i guess thats my main criticism, early game you have to build around making money and enough food to survive,
then make a build off whatever the shop relics offer you, so youre kind of pushed for a specific build
just did another run where i used scrolls and scrolls become ranged damage, and then excess mana becomes damage, and then non weapon non companions do more damage, and i destroyed all the enemies
while doing this i used some extra mana to level up 2 swords in my deck and got them to like level 31
it was funny seeing "you will be remembered as a master blacksmith" when the swords were just chilling as the scrolls killed everyone round one
Thank you for playing! The system that find nicknames for a player at the end of the run is not perfect yet. It's more like a gimmick, kind of a result after a psychological test.
hey it wasn't a criticism haha. I did upgrade those two swords quite a lot so its not wrong.
great game went ahead and wishlisted. Any eta on release? Was very difficult at first but now I seem to win with a variety of builds. Can't wait to see the other characters.
Thank you for playing and kind words, dear fisher! I plan to release this summer. 2 other characters are basically ready and cool. They need more testing and a couple of video and audio effects.
The fourth (kinda thief) is not yet figured out. I don't like boring characters who are similar to other heroes. So it needs some time to design the 4th guy, and add vfx/sfx for spells.
The other design problem is the ascension system. I recently played Slice and Dice (cool game, recommend!) and I liked its curses/blessing system. Initially I planned to add the standard ascension system similar to Slay the Spire, but now I think it will be better to add curses (+2 food consumption, +25% prices in the shop, bloody bosses, etc.) before the run and give a player a choice what curse/blessing they prefer. So the Nightmare difficulty will be sort of a run with 5 hard curses chosen by a player. What do you think? Nice idea?
Very addictive and solid game overall. Having multiple ways to interact/remove symbols, and the companion system is pretty sweet.
Feedback
Ideas
Best of luck with the game mate, game dev is hard. Keep it up.
Deeep, deeeeeep insights! Thank you very much for your great ideas!
I hope to add the fast mode as soon as possible. It's definitely on my TO DO list.
Considering builds, your were lucky to find 5 Berserk armors. You played greatly and definitely bought trinkets which increase rarity of symbols or create copies of chosen symbols.
By default, you get access only to 4 legendary chests per one run. 2 of them are in the 3rd (and last) act. So basically you have only 7.43% (3/11 * 3/11) chance to find exactly 2 Berserk armors by the end of Act2. Even in this case your axes deal 3 * 3 * 3 = 27 damage without other modifiers (for other heroes 2 * 3 * 3 = 18). Not so out of touch. Though Berserk Armor is under my sight. It's on the verge to be OP. Long time during the development it only doubled the damage of Axes and Maces. Then I buffed it to 3X.
To be honest, I hate multiplicative modifiers and exponential progression. Although people seem to love big, BIG numbers and broken builds. I personally prefer the progression curve closer to Slay the Spire than Balatro. So I added a lot of multiplicative modifiers but hid them in trinkets or epic and legendary chests. Annihilation of enemies with stupid numbers is possible but only in the Act 3.
Very fun. Took me a while. Step 1 was to make sure I fix the 10 food deficit at the start to not die for stupid reasons. Step 2 was to get enough gold to snowball the shop. Step 3 was to get the multipliers going to peel off the high HP enemies in the endgame.

Thank you for playing, Healthy Cannoneer! Keep your powder dry!