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Bonebound's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun Factor | #3 | 3.200 | 3.200 |
| Aesthetic Cohesion | #5 | 3.800 | 3.800 |
| AI Innovation | #5 | 3.000 | 3.000 |
| Human Polish | #6 | 3.200 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Very cool looking game, definitely has potential with a few touch ups. Had lots of fun, i like the tower defense feel to this game, characters and overall look of this is amazing. I wish i had a better understanding of the actions i could do earlier on
- Ivan—this is a great entry. Hearing about your process; starting with a basic HTML version, and refining it from there, was intriguing. I haven't often thought about making HTML-based games with AI, but you've done a good job with this one. I thoroughly enjoyed the carrying mechanic on the dead bodies before converting them, it was pretty neat. Well polished overall, though I would like to see you push AI a little further to spice up the environment and effects. You should start a thread about your AI development process in the Discord forum #show-your-process!
Toolkit details
ChatGPT 6.1 Sol for code and sound, PixelLab for sprite generation
Flavor Cards attempted
Don't Wake It
The player has to stay quiet or careful around something.
Discord username
ivanm71
Rules attestation
Agree
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Comments
I was a bit lost at the beginning, not really knowing what to do with the dead enemies after each wave. It was only after pressing H and reading the instructions that I figured out I had to use keys 1, 2, or 3 on the bodies. Then came the second challenge: understanding how much each action costs. If I could give you one suggestion, it would be to improve the UI, because I found it a bit unintuitive.
Maybe you could add icons to the dead enemies showing the available options: 1 to revive, 2 to turn into a tower, and 3 to absorb. Another possibility would be to limit the available actions depending on the enemy. For example, some could only be revived, others turned into towers, and others absorbed. I think that could make things a lot easier to understand.
I really liked the art! The necromancer looks really cool. I don't know if you generated it or not, but it turned out great. I managed to reach wave 6 and beat the game. For me, the most fun part was carrying towers and enemies around from one place to another. I think it's worth exploring that mechanic further because, in my opinion, it has a lot of potential.
Anyway, good luck with the project!