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BucketHead: Infinite's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #1 | 4.882 | 4.882 |
| Execution | #1 | 4.294 | 4.294 |
| Overall | #3 | 4.250 | 4.250 |
| Enjoyment | #4 | 4.235 | 4.235 |
| Metroidvania | #11 | 3.588 | 3.588 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Milo Kent, Eeni14, HillE ~, TrashBoat93, MikeJonesAudio, Amelie [not on itch.io]
External assets
Corgi Engine, Edgar Pro, Misc. Sounds from Pixabay and Freesounds, ChatGPT for some code assistance for Milo
Reference info
dancingemberstudios@gmail.com
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Comments
I was not expecting the disposable robot to have such groovement. Part of that is the impressive level design. The procedural levels play well with the movement mechanics. You're never softlocked because you can exit to your ship easily.
Starting with one health was a little harsh for me but I respect the design choice. It was genuinely funny to close a door on myself and just explode instantly. I took up all of my tries stepping into a room while telling myself not to hit the button that rains laser on your bucket-head, just to do the same thing moments later.
This game also looks and sounds fantastic.
I wasn't able to finish it though, it is buggy. That's ok. My game is a mess too and also had many 12+ hour days put into it. As stated on the game page, this is a prototype.
So, sticking to design feedback. I feel this game will be too punishing for most players without some kind of permanent progression within levels. I don't think this failure mechanic should be removed entirely, but there are too many ways to die in the first level that the player needs to adapt to. Doors, laser traps, different enemy types, and different configurations of the three have all had painstaking effort put into them, but it is hard to experiment with them knowing that any upgrades awarded for your efforts will likely go down the drain. I found myself avoiding gears just because I didn't like the feeling of being full.
What if there were fewer lives, but failing a mission simply rescrambled the map instead of generating on each drop? Just, anything different from a complete reset I would prefer.
Ciao Roboticy! Thanks for your feedback! We're delighted you enjoyed.
Agreed that the current iteration of the health and reset system is frustrating. It's a solid prototype and enough to capture that addictive "just one more try" feel a lot of players are expressing enjoyment for, but it needs more work. Which is great, because that's exactly what we're going to give it!
In the full version, the health system will probably be in bar form, allowing for more scalability with upgrades and greater failure lenience in the first area. Resets will still wipe some progress (as this is a core feature of roguelite design), but similar to what you're suggesting, not all progress. Another issue in the current iteration is that replays don't have a lot to distinguish themselves from one another, which is also core to a roguelite experience. Stuff like additional powers, stat modifiers, and other resources. So the runs feel too similar even with procedural levels. Finally, I think the overall difficulty is too high in general for a first-time player. Again, a consequence of jam time having only a handful of external playtesting sessions for design iteration. While those kinds of changes and systems were way beyond scope for a jam with everything else we wanted to deliver, we definitely hear you, and they will be a major focus moving forward.
Oh, so that I can update my bug tracker, could you let me know which bug stopped you from finishing?
Thanks for helping us make the game better!
In the first level, there is a double door in the ceiling that I assume is supposed to be operable. But when I press the two switches, nothing happens. I thought this was the way forward, because I felt that I scoured the level for other exits and found nothing. Not necessarily "game breaking," I might be missing something but it was enough to deter me, lol.
Thanks for making this game! Bug tracker? So fancy! I wish your team the best of luck working on this. More run variety could be cool. My roommate recently finished Blue Prince, which tackles the similar issue of shifting levels with specific story/progression points very well. Even without their ridiculous room variety, you're using the rooms differently every time. Instead of "go from one side to the other" it's "this room gives me a thing I can cash in at another room, but taking it also means you don't have enough steps to get to this other place". The usual "relic" roguelite trope is turned on it's head as the rooms themselves become the major deciding factor in what the player can and cannot do each run.
Great graphics, sound effects, visual effects and music. Really neat premise with the bucket head mechanic. I can tell you put a lot of work into it. I read all the other comments and replies, and I applaud the amount of effort that went into it.
Sadly, technical issues really reduced my enjoyment of the game. You mentioned you couldn't finish controller support, but it actually worked almost completely. I only had to use spacebar to select things in the menu and Q/E to scroll tabs. Solving those two things would've made it a better experience, because frankly playing games with WASD these days hurts my wrists.
Resolution was another big issue for me. The text was SO SMALL I had to get close to the screen and use my reading glasses to read anything. A unique experience in a game jam to be sure - but not a pleasant one. I'm not sure if I missed anything important because of that.
There seemed to be no way to attack. I exited a lot of runs because there were enemies and I just couldn't progress. I fully upgraded the dash ability, which I thought was the attack, and the first time I used it, I got a game over message. I clicked the Start button, and the game hung. So at that point I gave up. I got no warning that the game was going to completely end and I'd lose everything if I lost a certain number of lives. Not surprising in a Roguelite, but since that wasn't the game loop I was experiencing (I'd died before) it was quite shocking.
I admit this just may not be my kind of game. I hated Rogue, and I dislike 95% of Roguelikes and Roguelites. So take my input with a grain of salt. I was going to be a hard person to win over to begin with. I just don't like running into enemies I cannot fight personally. It's one thing to have to upgrade to get good. It's another IMO to have to upgrade for the game to be playable.
Quality-wise it's a solid start, and I think you'll find players who really like this game. The controls felt fantastic.
Thanks for sharing your thoughts! We’ll make sure to iron out those bugs and have controller support along with key remapping in the full thing.
The movement, visuals, and sound design are all very polished and well done. Every action is so juicy and has so much impact. The bucket's a neat idea, it does a lot for something that seems quite simple. And I like the concept of a metroidvania with a roguelike gameplay loop, it's interesting.
The boss fight was cool but it felt a little unfair at times, there were multiple moments where I'm in a position that makes getting hit seem unavoidable (skill issue). And running out of runs and having to get all the abilities again made it all the more frustrating to die to it.
I’m glad to hear you’re enjoying the teams efforts! Everyone worked so hard.
Completely agree about the boss fight, it needs a little more time in the oven for polish.
Same with the energy system and resets! We very much designed that for the scope of a game jam, and they also could’ve used some more iteration. They’re on the slate to be completely reworked and expanded on for the full commercial version with the goal of making replays fresh and exciting, rather than frustrating. There’s a lot of fun stuff we can play with there.
I sincerely appreciate your feedback! It’ll help make a better game.
Excellent work on visuals and overall polish. The bucket mechanic is pretty unique and interesting. Things feel pretty punishing at first until you get a few health upgrades. I didn't realize what the secondary currency (power?) was at first and eventually ended up being surprised that I failed the mission. Gamepad worked but only partially. It was workable by switching back to mouse and keyboard when on the ship.
Thanks for playing!
Appreciate the feedback on power clarity. I’ll revamp that part of the tutorial on the commercial version. Alas, no dice on complete gamepad support in jam time. 😭
Definitely agree that the game is difficult without upgrades. We found in playtesting that the difficulty increased engagement by providing stronger motivation for the collection / upgrade purchasing loop, better power enhancement instinct fulfillment, and creating interesting risk versus reward decision-making on how long to continue a run. To balance that difficulty, we opted to make the first health upgrade and dash very affordable, as well as letting the player keep a small amount of collectibles even on death. In the end, difficulty was something I seriously considered reducing, but my playtesters consistently indicated that they didn’t want that. Sharing in case you’re curious behind the design process that led to that! The health system will probably be reworked entirely for the commercial version.
Once again, I appreciate your feedback! It’ll help make a better game.
I LOVEEEE THE VISUALS!!!! this game is so polished and it feels so finished for a jam game, the art the music are all top notch , anyways this is probably winning the jan in like... every category so damn congrats
Thanks Spooky! I'm glad you enjoyed and that all those hours of bugfixing and polishing weren't wasted. So many bugfixing. :')
lololol I, too, find doors to be my sworn nemesis. Somehow, they always win in the end...
Thank you for the kind words, and I'm delighted you enjoyed! I'll loop back and get you a free key as a thanks for being an early playtester once we've got the full commercial version built and released on Steam.
This is insanely well made.
One of my favorite of this jam for sure.
My only issue was I couldnt full screen the webplayer so had trouble reading texts
We're delighted you enjoyed! That's so fair on fullscreen. I honestly wasn't sure how to enable/configure that correctly. Do you happen to know how?
Looking forward to playing Cactus Cowboy. Such a good name.
You can do it via Unity’s Player Settings I think! The Web gl build settings has some options I believe
Hope you enjoy Cactus Cowboy haha :)
Thanks for the tip! I'll keep an eye out for that next time. So funny that I've made this many games and still don't know that. xD
And re: Cactus Cowboy, I definitely did. :D
Fantastic work! Everything is so high quality, my only complaints are quality of life stuff that frequently gets axed for jams, naming remappable controls in this case. I always try playing with a gamepad and your engine has some built in controls which made it impossible to use antimicrox to remap so I got to the boss but just could not win because my instincts would end up hitting the wrong button when the the action was too fast.
The utility bucket is great idea, it added a lot of interesting constraints that played out well. Love the bot, I’m always trying to make fun robot characters so it’s a treat to see it so well executed.
That's great to hear! Everyone on the team worked so hard to make it as high quality as we could with the time we had.
I hear you on the control remapping. I agree that would help a ton because people should be able to play in a way that feels comfortable to them.
I didn't mention it on my post for your game, but I did feel kinship with you because of your cutesy robot character. We're robo-protag buddies!
I feel the same way! Even more so because my previous MVM entry also had jumping as an upgrade, it’s a great to see others looking at things generally taken for granted.
Haha! Oh cool! Gimme a link, I’ll try that one for fun, too.
It is kind of unusual to do that, huh? My game system designer and I disagreed on jump as an upgrade, but in the end we opted to do it because it’s good tutorial fodder in this context.
https://paco-orwin.itch.io/revisions-ex I wish I had done something more like what you have, it was a real smart choice, there’s no question what the hook of the game is but you see the whole cycle and get to familiar ground quickly. I also wanted to showcase how my game was different but I don’t think the hook is enough without some support art and/or it’s too long before jump comes along. Mid ratings-period I realized some people thought the game was really buggy (still has some bugs, but mostly design ones vs code) since jump is in the config but nothing happens.
Oh neat! It's fun to see your evolution as a creator there as they are vaguely similar concepts where you play a robot trying to collect powers to progress in a 3D platforming environment. Keep it up!
This is super polished and has outstanding gamefeel. I was going to encourage that you all continue working on this but it seems like that is already your plan. Great job!
Thanks for the encouragement! It means a ton.
I haven't gotten a chance to play Tomb of the Underking (playing in order of what needs ratings first), but I love the thumbnail. It gets me excited for it. Plus the animation is a neat touch.
Wonderful little game, i loved the feel of all the abilities and the tutorial was really nice, only complaint i can find is that it didnt really feel that much like a metroidvania, but that doesnt matter since the game was really good overall. Great job
Thanks for shouting out the tutorial! That took a TON more time than I was expecting and the initial submission didn't even have it. xD I was up 30 hours straight getting it implemented alongside game design balancing to make it more fun for the bug polish deadline. I'm delighted that my work, and that of the entire team (everyone pulled some crazy hours at times) paid off for you.
Totally fair on the Metroidvania comment. We were inspired by Dead Cells, which I think also leans more roguelite than Metroidvania, and you're feeling the result of that. I'm still learning how to mix level gating with procedural generation and it's something I'm far from mastering.
I'm looking forward to becoming the legendary swordsman in your game! I didn't get the chance last night.
Gaslit by the procedural level generation at first but then really found it delightful. The game feel is really nice. The art direction is top notch. Thank you guys for making this game.
Hahaha! That's so fair about the gaslighting. It's funny, I didn't even think about that as a potential issue. xD
Our artists worked like crazy to define and execute on a consistent style. That was definitely a learning point for us as a team. I'm glad to hear it paid off!
This is so well made, i didn't expect there to be a boss but it was a welcomed surprise. Also who made it so you can kill yourself by closing doors on you! It was a pathetic way to die on the last run lol
... Guilty as charged. That was me. :'D
Glad you enjoyed even in the face of my masochistic design.