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A jam submission

ThreadboundView game page

Fate was spun against you, but the thread is not yet cut. Slay the forces that bound you and reclaim your destiny
Submitted by luisgreyy, Josh Wheeler, Sina Scribblecraft — 16 hours, 2 minutes before the deadline
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Threadbound's itch.io page

Results

CriteriaRankScore*Raw Score
USE OF THEME#54.3234.323
BOSS DESIGN#54.0434.043
Overall#64.0454.045
CONTROLS#123.8713.871
SOUNDS / MUSIC#193.9033.903
ART / VISUALS#224.2804.280
FUN#243.8493.849

Ranked from 93 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's Take on the Theme
You are tethered to the boss and spin around them. Your powers come from a spinning wheel of fate.

Did your team make the majority of the art and music during the jam?
Yes

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Comments

Viewing comments 60 to 41 of 79 · Next page · Previous page · First page · Last page
Submitted(+3)

Absolutely fantastic integration of the theme into gameplay, the thread as the symbolic connection between the game's world and gameplay systems was also a brilliant touch. This game is surprisingly dense with possibility, and the boss fights makes sure to fully highlight the possibility. There's definitely an intent put forward to place as much trust in the player's capabilities, with a lot of boss mechanics forcing the player to get risky to figure out how on earth to deal with them, and in a boss rush where loss is a complete loss of progress, that is PUNISHING. But that's obviously the goal of the game and genre, so in that regard it's a job very very well done

Submitted(+3)

Really good theme implementation!  I loved the art and overall atmosphere of the game.  Very well done!

Submitted(+3)

I really liked the application of the “spin” theme. Very fun game, I really enjoyed it. Congratulations on the game! 

Submitted(+3)

Awesome game! Really addictive! I would love to fight more bosses.

Submitted(+3)

Really good game, I can see myself playing this game again without the context of a game jam. I was having a blast playing it and when I just wanted to have a quick peak into it, I caught myself playing almost half an hour. Amazing job! 

Submitted(+3)

The game is easy to pick up, and challenging enough.

I had a lot of fun testing different builds to be as op as possible.

Flawless game, good job!

Submitted(+3)

Hello! Threadbound feels ideally intense, progressively chaotic, and rewarding to the brave risk takers; all to culminate into an epic boss battle!

As a composer and sound designer, I enjoyed the dark and sinister vibes of the music, and I could appreciate how cleanly the onslaught of tentacles fired off. Clotho's voice dazzles as a calming intro to an hard-hitting game, so shout-out to Josh's mom!

From the clever use of spinning combat mechanics to the lucky draw of mid-battle upgrades, this game is a must-play and I hope to see even more from this one in the future!

Submitted(+3)

Really good fun, I can see myself playing this again sometime. Lots of variety in the upgrades you get and the randomization keeps it replayable. Solid boss designs as well. Great stuff!

Submitted(+3)

Nice art and quite interesting concept! I've had fun :) the only thing is that when you change direction it seems to be lagging a little bit, not changing immediately, which makes it a little weird. Overall really good, congrats!

Developer (2 edits) (+2)

We do have a little bit of acceleration in our movement, from our initial testing having instantaneous direction change felt a bit off, but that is really good feedback! Definitely will look into the acceleration values and tweak them (or even remove it, as our initial tests were very early on into development)

Unless it is actually  "real lag" from the WebGL build haha, could be the case!

Thank you for playing our game, glad you enjoyed it !

Submitted(+3)

A frantic and difficult experience (just the way I like it) Good graphics and excellent visual effects. The theme is well used and it is a very complete experience. My congratulations!

Submitted(+2)

This game is stunning and plays well. I found it fairly challenging in a good way.  I also think the theme is well implemented.

Submitted(+3)

I loved your game, I loved the art, the mechanics, I can't believe you made this in a month. I'm a fan. Kudos!! 

Submitted(+2)

Very cool game, I wanted to kill the boss but never could haha, grats on submission and good luck!


I rated and submitted to return the favor of your rate submission of my game below! - If others read this, RATE/REVIEW my game to get me to try yours as well! Thanks

Submitted(+2)

unlike the others most upvoted games this one deserve

Submitted(+2)

Very fun but very hard ! Did not pass the first (real) boss. Good use of the theme !

Submitted (1 edit) (+2)

Very good job on the theme, it was fun to play it, my first all 5 game :). UI-wise was a bit strange to see quit button in settings menu :D and that you have 2 fullscreen options: from unity and itch.io one, when itch.io one doesn't work properly, so perhaps you need to disable it, cuz they are almost in the same place on the screen. Balance-wise, it felt a bit unfair, when first boss spawned his blue circles such way, that you can't escape it, for example when safe spot in the opposite direction, so even with fast speed you can't go there in time.

But nevertheless, again, good work, it felt like I was playing steam-release-ready game.

Submitted(+3)

fantastic game, every time I thought surely the boss is done with her bullshit now, she had a new skill to show. endless box of chocolates

Submitted(+2)

The use of the theme is very unique, and I really like the boss designs; the art is amazing. Nice work!

Submitted(+3)

Honestly, super well done across the board. Rock solid theming, bosses had a bunch of inventive attacks (reminds me a lot of MMO bosses, lol), everything well polished, and the upgrade system is legit super well done and exciting. There's critique and nitpicks I could do on the upgrades, fields, and attack balancing, but... for a jam game? Outstanding.

Developer(+1)

Thank you very much for your comment! Yeah, unfortunately we ran a bit out of time at the end before we could really work on balancing. But I would love to hear your critical feedback!

Submitted(+2)

I mean, we ran out of time for more critical things than just balancing, it's all good, hahaha.

For some more in-depth criticism of mechanics and the like:

  • The Fields system is super interesting, but it also has an interesting downside. On my winning, second run, I started with the "heal" and "three light shots" fields, and very early on I got the "guaranteed crits for two seconds" field. Not only did I feel like these three were enough for me (heal -> buff -> shoot carried me through the rest of the game), but it actually disincentivized me from exploring the other fields, because putting them in would make the other ones harder to trigger.
  • The controls are very fast and lack fine control (outside the manual controls option, I suppose, but I left that off); that by itself is totally fine and gives the game identity, but it also means that, while large sweeping attacks are totally fine and fun to deal with (like the tentacle waves, ring with opening, and scythes), the ones that are more discrete, like the single tentacles and minion targeted shots, are super wonky to dodge and I almost didn't bother.
  • For a very minor one, it's totally fine for this jam version because there's only two bosses and having time to enjoy your upgrades is good, but if you ever get around to adding more, do make them less tanky, lol
Developer(+1)

Wow, thank you so much for taking the time and giving some in-depth feedback! I really appreciate it! We'll definitely take it into consideration when we continue to work on it :). 

Developer (2 edits) (+1)

Wow, thank you so much for taking the time to write this! We really appreciate it

Regarding the first point for the Fields system, it is something that I also noticed during development - getting a new field makes your other fields smaller, which can naturally be a disadvantage. Couple that with the fact that some Passive upgrades are really strong, and you can be discouraged at times from grabbing more Fields. That is maybe, hopefully, the kind of thing that automatically gets fixed by us simply designing a lot more fields with more variety and that synergize with your on-going build; for example, in the run you described, the Fields that provide you buffs (such as Damage Buff fields and Crit Buff fields) could be great additions, but it does come with the downside of making it harder for you to access your main damage dealer, which would be the three light shots, but hopefully we could design and balance the game and the fields in such a way that this feels like a good and fun trade-off. I felt like the Poison archetype was headed in a good direction in this regard, as different Fields had good synergy with each other.

That being said! We did talk about a system to explore and have more customizability for your wheel. We are not sure if it would be a good addition to the game and did not have time to experiment with it, but it would tackle this specific thing. Basically upgrades that gives you more avenues to customize your wheel. For example, an upgrade that lets you increase or decrease the size of a field. This could be integrated into the current system (just another type of upgrade that can show up), or even a parallel system (eg a vendor between bosses). So maybe now, you would chose upgrades to ensure that your three light shots is your bread and butter, and remains as the biggest field in your wheel, but you can place other, more supportive and/or niche fields in your wheel, and have them take up significantly less space. For stuff like situational fields and such, it could be nice!

Again, really appreciate your feedback, thank you so much!


Submitted(+3)

This game implements the "Rotation" theme brilliantly, but what’s even more impressive is its approach to boss fight mechanics and smooth progression. The amount of work put into the music, visuals, and especially the mechanics is incredible. Outstanding job!

Developer(+1)

Oh, thank you so much for your nice words!

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