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Fidget Spinner RPG

Fidget Spinner RPG

by Bryce Summer

Price $3.99
Avg Players 1
Released Sep 26, 2023
CasualClickerCraftingEconomy
View on Steam ↗

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Fidget Spinner RPG layers an unexpectedly substantial RPG system onto the idle clicker loop of spinning a fidget spinner at absurd speeds. You'll craft equipment, develop ability trees, and manage vendors while passive and active spinning generates resources for upgrades. It's a compact experience with real depth underneath the novelty premise, ideal for players who enjoy incremental progression mechanics wrapped in a quirky package.

About this game

What players are saying

▲ Recommended 5 hrs
Developer implements MULTIPLE updates a day. Listens to feedback, works hard and genuinely cares about the game. The RPG element of this game is honestly amazing - it's not some short/♥♥♥♥♥♥♥♥ either. It's legit solid RPG! Game has a ton of potential.
57 found helpful Steam ↗
▲ Recommended 178 hrs
Thinking about the craze that was 'Fidget Spinners', those ball-bearing multi-lobed toys that caught the attention of millions way back several years ago for it's seemingly captivating ability of spinning on end for minutes at a time, such a basic concept for a toy that was addictive for both young children and mature adults alike, so much so that seeing it banned in schools and work places alike was a fairly common sight to be had!

...Of course though, as all fads are prone to doing, this playful 'trend' had all but died out just a couple of months after it's initial skyrocket in sales from May to July of 2017, whereby it quickly dwindled in popularity and faded out of the minds of most average joes that went back to their daily lives, having 'experienced' the next big thing as it were.

Having said all that though, Fidget Spinner RPG takes a slightly different 'timeline' where these little simple contraptions took on a whole new meaning of the word 'trend' as this game seemingly takes place in a world where just about everyone knows and uses a fidget spinner for themselves, whereby the goal of this game is quite a fun one in that you are to spin your fidget spinner as fast as it can physically go!

No doubt the developer of this game had a lot of fun with the concept here as it starts off pretty simple, poking the idle and practically normal spinner with some 'Weak Spins' as you are expected to hit bigger numbers when you get more powerful versions of the spin technique, all whilst resting and having it's own stronger variants to it as well...

...However this all changes when you get to around 16,000 RPM (Revolutions Per Minute) when the yellow fidget spinner starts emitting a thin and barely noticeable trail of white-ish smoke, with this gradually getting more intense and darker until around 75,000 RPM where it is going so fast that the centre actually starts to set on fire, which said flames becomes larger and fiercer until going into 350,000+ RPM where sparks start flying from the fidget spinner itself!

Indeed, it only becomes more crazy from there as the game introduces more wacky and surreal visual effects as the RPM goes past 1 million and onwards!

Though to focus on the actual gameplay itself here, Fidget Spinner RPG certainly does hold up well enough where the 'RPG' part of it is concerned, seeing how the main goal of this unique title is to make your little yellow fidget spinner go as physically fast as possible, although how you go about that is largely determined by this game's 10 skills, each having it's own talent tree that has various perks that one can level up to either directly aid them in boosting the RPM side of things (be it by boosting the strength to spins or reducing the stamina cost of said spins) or by more indirect methods (adding proficiency bonuses to craftable items or reducing the time taken for construction machines to gather/process resources) to ensure that you become more powerful at spinning as you further progress into the game!

Seeing as there are ten skills in total, with most locked behind a specific level of Competency to ensure that you have enough time to explore each new mechanic introduced before another one is thrown into the mixture to further expand upon the gameplay of Fidget Spinner RPG as doing it this way ensures that it is not going so slow as to give way to boredom but also not going at too fast a pace as to leave you too little time to become accustomed to each mechanic as it is being introduced to you.

Also it is worth noting that, despite this taking focus as being an 'RPG' game of sorts, it is fair to say that this indie gradually becomes more of an 'idle' title in that such skills as Engineering and Construction put more focus on the 'autonomy' side of things, by which I mean the former allows the use of 'Macros' (commands used by hotkeys to execute a planned queue of commands) whilst the latter focuses on the building of machines that, when done with a carefully-planned array of selected machines all linked together, can gradually be worked on until you can eventually fully automate just about the entire gameplay cycle, where a lot of progress can be made with very little active gameplay later on!

Despite all of the fun gameplay mechanics that makes Fidget Spinner RPG a satisfying experience all around though, I do have some nitpicks with the game here, the main one arguably being how this game's prestige system is handled as, although prestiging does offer it's own unique talent tree that each have powerful skills but the points for which can only be unlocked by prestiging, (the amount of XP gained being based on how high your RPM was before prestiging) the other parts of it is lackluster as the heirlooms are either very niche in effect or quickly balloon out of reasonable pricing for the more general and useful items (each run will have all unused gold before prestiging transferred to a separate bank exclusively for these heirlooms) whilst the augments either serve as temporary bonuses to make prestiging again a little faster or 'challenges', (this being that bit I mentioned earlier about 'realism') such as losing 10% of RPM every 10 seconds in exchange for significant XP boosts at every RPM milestone starting at 10 RPM alongside others, to further diversify the gameplay for those looking for something different often don't feel rewarding enough to pursue at least once, perhaps adding objectives in Fidget Spinner RPG's journal coupled with small perks for achieving said goal at least once would make it worthwhile to explore?

Other small issues include the gameplay performance slowing down greatly in some later sections of the game (I personally found the sections around 300 to 900 billion RPM to be especially taxing on my PC's graphics processers!) and a lack of guides relating to more in-depth mechanics relating to the proficiency of items and each specific stat alongside other complex mechanics, however nothing truly problematic as to not recommend this fun indie game to others potentially interested!

Overall though, I would definitely give this game a shot for those looking to relive the fidget spinner fad if it become more than just a brief trend as well as pushing beyond what is realistic in having only the fastest and most wildest fidget spinner of them all with various RPG-lite mechanics and an ever-increasing sense of speed and reality slowly breaking apart in the chase for a satisfying fidget spinner spinning experience!

TLDR Version:

• A great adaption of the fidget spinner fad turned into an engaging RPG-lite experience (+)
• Unique visual effects that start off simple and grounded but become more surreal and out-of-this-world as your spinner goes faster and faster (+)
• Many mechanics that are introduced in gameplay at a reasonable pace and is done seamlessly to encourage natural exploration as the game slowly becomes more complex (+)
• Progress is easily made even without much understanding of some of Fidget Spinner's RPGs more intricate systems but is satisfying once fully mastered and the fidget spinner's RPM skyrockets as a result (+)
• The game gradually transitions from an RPG-lite into a more idle experience, which allows those who may become bored with repetitive gameplay to transition to more automated gameplay once they learn the relevant systems involved (+)

• Fidget Spinner RPG suffers from performance issues late into the game with some seriously graphically-intensive visual effects used for the fidget spinner that could prove annoying for some (-)
• The prestige system is lacking in replayability due to lack of incentive for taking specific Augment challenges or heirlooms being too niche in effect or too expensive for more useful items (-)
• No tutorial past the first 10 minutes of gameplay, which can prove frustrating for those wanting to learn the more complex parts of this indie title without looking at external sources outside the game (-)
20 found helpful Steam ↗
▲ Recommended 3 hrs
No joke, you may be thinking that this would be bad with the general idea, but the game is actually really ♥♥♥♥♥♥♥ good. As far as rpgs go it has it all, skill tress, several skills that get better with time, money, vendors, armor and equipment, potions, it has a lot. The game isn't that long though, I finished with everything in about 3 hours, but getting there was really fun, and for the price I'd recommend if you like clicker games. It is not an idle game, it does have the capabilities to be one, but you simply progress too fast to need to idle. The game feels really polished as well, one thing I did notice however was that you can generate enough money and have enough money that the game gets funky, like vendors will literally give you gold just to take their items. Give it a go if you got 2 bucks, you'll have a good couple hours, hopefully more with updates in the future, as there isn't that much content overall.
15 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

v1.5.5.2

984 days ago
v1.5.5.2 has been released to the main branch with the following changes/fixes: The mortar and pestle alchemy talent has had its tooltip updated to clarify that it affects base cast speeds (before haste), and has been buffed to 5 seconds of cast time reduction per point. Fixed an issue where exiting the game while construction machines were still initializing could result in lost data or a corrupted save file. Added some safety checks to the item database to prevent potential cases where certain cached values could be null and cause errors.

v1.5.5.1 Bugfixes

988 days ago
v1.5.5.1 has been released as a quick bugfix update with the following fixes: You can no longer slot quick slot categories (accessed via the + icon by the action bar) into a macro (which previously resulted in the macro aborting at the ability cast). Fixed an issue with an invalid item ID to tier mapping pertaining to the gold item tier, causing some effects to fail under certain circumstances.

V1.5.5 Update Release and End of Early Access

993 days ago
Version 1.5.5 has been released to the main branch! Ready on for a list of changes... End of Early Access The game has come a long way from its initial early access release over a year ago, and now I feel it is finally time to end early access. Thank you so much to everyone who participated in the early access release! Your continued feedback, testing, and support throughout this journey has been invaluable to me! I'm very excited to finally end early access, and am looking forward to what the future holds for this game while I continue to release more updates. Construction Machine Area Inspect You can now select an area of machines to perform group operations on them. Simply click on the group select button next to the build machine button and drag out a rectangular selection box. Current group operations supported are: delete, take all items, upgrade, move, group connect, and duplicate. Salvage Material Transmuting There is a new transmute tab on the salvage/upgrade window where you can transmute salvage materials. For example: You can turn 200 scrap and 25 proficium into 100 proficium, or up-convert quality based reagents with additional scrap into higher tiered quality reagents (doodads into dingbats, for example). There are currently a total of 46 different transmutation recipes available, so getting the specific salvage materials you need should be a bit easier now. New Item Tier and Higher RPM Effects This version adds a new item tier, Gold! The special effect of gold equipment gives you gold coins whenever you obtain a new item based on a percentage of the new item's value. There's 3 potions that have various wealth-related effects, too. Additionally, RPM effects now go up to 5 trillion RPM. Item Tier Level Rebalancing Item tiers (for example: stone, copper, iron, and so on) have had their respective skill level ranges adjusted. Previously there was a 10 level range (20 for Obsidian) for crafting/gathering abilities of a specific tier. This has been changed ...

Posts come from Steam's official announcements feed.

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