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BooomBite's itch.io pageJudge feedback
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- This is a very good entry! The game runs quite smoothly, and the interactions with the other objects works quite well. A bit of stickyness when choosing the upgrades, but apart from that it runs very well! The sprites and music may be from bundles, but you implemented them very well, and the level creation is great! The music choice is also very good. The game idea itself is very smart! You have to decide when to explode, and sacrifice a life to get the objective done. The game can get very far and very hard with that simple mechanic, so go for it! You got something here! The GDD was complete, but the timeline felt like a joke XD Try to have more goals in between, so you can pace yourself, understand the scope, and have a better idea of where the game is going and when! But overall, very cool idea, and nice execution!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1_iS936pn0jhSJcYoDwbLmkcQR_YgG4GE-A66irXR_mM/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
BooomBite is a fast-paced top-down action roguelike where you control a living bomb, detonating strategically to take out as many enemies as possible. With an upgrade system in place, each run becomes more chaotic and rewarding. Players must manage their explosion radius, dodge enemy attacks, and navigate atmospheric, procedurally generated (procedural generation is not developed yet) levels to survive.
Please explain how your game fits the theme:
In BooomBite, the player is the weapon. The act of detonation itself is a double-edged sword—while it can clear enemies and obstacles, it comes at the cost of life and time. The countdown that follows each explosion represents the ticking clock of life, forcing players to make strategic decisions about when and how to explode. The player must embrace their destructive nature, using each detonation wisely to overcome challenges, but at the risk of losing control. The weapon they wield is themselves—every explosion brings them closer to their end, and yet it is essential for survival. The theme of "You Are The Weapon" is about balancing power and consequence, where the player’s ability to destroy is also their greatest vulnerability.
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Comments
Wow, this game is very cool! The art, gameplay and music are all very well done, and is generally very polished too! It also quite seldom see the upgrade menu being stylised and not just a bunch of plain text buttons. On that count, well done!
I'd say the game has yet to realise the full potential of the whole design, like for instance, I don't think all coins aquired during the level will be enough to buy all upgrades, and that's really a shame that the upgrade UI is wasted like this. And the upgrade itself doesn't really change up the game too much and just provides minor differences (except for the health) for the most part. The gameplay also feels a bit harsh with a small explosion radius verses fast moving enemies, especially the last green tall mushroom, which I don't think I am able to defeat it without taking damage.
Buy anyway, this is a very nice and polished game, and I like it very much! Great job!
The concept is pretty cool! I love that you can have certain number of lives to use per puzzle and that it's not a mistake to use them. The only bit of frustration was the first time encountering bigger mushroom guy that had more than one health. I was having issues trying to dodge then explode, but sometimes the enemy recovery seemed too short to get a full fuse off on them. I eventually got it by just making sure to bait twice and that seemed to work! The upgrades were cool good job on the design there. I also wished the coins would magnetize to you if they were dropped by an enemy. Lost of lot of coinage because of that.
You are forced however to get all the health upgrades or you could be locked out of completing the final encounter. This is a design choice of course. But this would force the player to know ahead of time that they need to make sure to purchase enough health to beat them. Neat concept, but I'm not the biggest fan of that style of design.
Overall tho I enjoyed the concept and thought the game was good!
This is a cute concept. I really like the idea of having to budget lives which you are also using as a resource. I didn't realize that the timer was a fuse until I came here and saw the other comment. I even bought some of the fuse length upgrades and couldn't figure out what they did because I was assuming that the time after I pressed space was the fuse. I would occasionally blow up for no apparent reason, and maybe that was always because of the fuse timer but I think I saw it happen when the timer hadn't finished yet.
The knockback from enemies felt unnecessarily punishing. For me it made trying to set up multiple enemy kills just frustrating. I think removing the knockback completely or letting the player move, maybe only slowly, after triggering an explosion would help.
Some of the longer, maze like levels felt pretty slow to me. I think I would have preferred more short levels.
There was some kind of bug around invincibility time after being hit. I would sometimes explode after an enemy touch me and stay the dark color and invincible forever afterwards.
Thank you so much for trying my game 😁
The issue you encountered is a known bug, will fix that after the results.
Your input is very helpful and I'll test the zero knockback out. This mainly was a quick prototype and I really love how it turned out. I am absolutely hoping to continue the development on this.
I would love get your opinion on game structure/loop which would work better here: levels like it is currently or a rouge like dungeon like how 'Binding of Isac' works.
I can see this going in a roguelike direction but I think you'd need to increase the diversity of the powerups so they changed the style of play rather than just incrementing stats. Seems to me that if you wanted to keep this as a small project having it be a progression of pre-designed puzzles/challenges is probably best but if you want to go larger then increasing the diversity and switching to rougelike could be cool.
No comments yet? This game was great! Very nice pixel art, cool concept and lots of levels! I think your concept has a lot of potetial for further development. First I thought that the time above was the time limit to complete the level. But once I figured out that the timer above was my own fuse it made a lot more sense and allowed me to explore and strategize a little more. Really good idea. I never played such a game!
Thanks for trying it out.... There are like 1.8k submissions, so I am not surprised that no one found my game yet...
I really had a lot of fun making the game and hoping to continue working on it.. I would love get your opinion on this game, do you think the game structure would work better as levels like it is currently or a rouge like dungeon like how 'Binding of Isac' works...
That's a good question! The timer of your fuse seems to indicate that shorter sections are better suited for your current gameplay. In addition players also lose time when they receive damage from enemies and blow up. But I think it could be a very interesting twist for a rouge like dungeon crawler. The fuse allows lots of interactions that could be engaging, like a consumable that stops the fuse or refreshes the timer. Personally I would build a small prototype for a week to test if a rogue like could work with this mechanic. Since you have to use your own life to kill enemies it could lead to avoidance of enemies, if the players have a longer section in front of them. If you want to make a rogue like I would add more mechanics that allow the player to regain life (or explosive charges).
I imagine that it could work for a fast paced gameplay but I would test this hypothesis with a prototype.
Yes you are absolutely correct, I am thinking of creating a prototype to test that out and most definitely I want to give a mechanic to get more life while the game is running and also a buff debuff system ( timed and run bassed), I created a buff debuff system for another game jam last year I'll borrow that I guess 😂 ("Ronins Dilemma"- you can check it out from my profile)