Haha my game was garbage thanks for the concept and presentation results though
Play game
Bonko's Nightmare's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concept | #14 | 3.769 | 3.769 |
| Presentation | #20 | 3.538 | 3.538 |
| Overall | #22 | 3.365 | 3.365 |
| Enjoyment | #32 | 3.077 | 3.077 |
| Use of the Limitation | #61 | 3.077 | 3.077 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Blake Bishop
Software used
Unity - game, paint.net - art, FL Studio - music + sound record
Use of the limitation
There's only 2 sets of colors really in the entire game, and each sprite really only has one main color (if the sprite has any - i.e., excluding black and white). It counted blacks, grays, whites as "not a color", because "black's not a color". The game makes use of A LOT of post processing effects, bloom, etc, whatever, whatever, anything you can think of, to create colors where there mostly weren't any. Many of the sprites are close to grayscale. All the blue tones are an after effect. The sprites did not look like the finished result.
Cookies eaten
None but two whiskey drank
Comments
It took me a couple of tries to really understand what I was supposed to be doing. And even when I was kind of getting the hang of it it felt like I was doing a lot of just button mashing. I really love the art and the concept but I feel like the movement could be tweaked to give the player a little more control. There was definitely a point where I was just flying through the air with lasers shooting out of me from all directions, it looked cool but I didn't feel like I had any control of what was going on.
But overall, I really liked the art and the music, I just wish that I could have a bit better control of the character.
Yep it ended up just being fling a ragdoll. Half of the work I did was on the movement and half of it was on post processing (or maybe more like 55% movement, 40% post processing, 5% boss, attacking, and custom keybinds). Setting up more air control would have been good, but I just let it be after a while
Very trippy game! Sometimes I got stuck under the ground after falling from a really high position.
Yep I knew that some people would want different controls when the controls are all guitar notes and you're supposed to play 12 different keys. I tried to set up the default binds to work well and make sense, but that kind of thing isn't one size fits all.
I gave the player a lot of lee-way so you didn't even have to play many keys to move fast anymore, but still applies.
~Next time I might even just yank this keybind code and also fix the issues because somehow it ends up being way more buggy than I thought?
I have a azerty keyboard so at first I changed the wasd keys to zqsd but it ended up not being useful since you made it work for any layout (pressing Z is seen as W by the game), which is nice :) (It would be even better if it displayed the key corresponding to the player's layout to make it clearer I guess)
I did have an issue when I swapped the keys of 2 actions, when hitting "save all" it complained about one of the key being already used or something like that.
I mapped the attacks to the numpad numbers, that the one thing I wanted to change as it's the best for 8 directions, but not everyone have one
Don't know what i just played.
Awesome game.
If i were to complain...
The blur makes the game unreadable.
Didn't use much strategy to win, just went to bonko and spammed every attack key.
You can get much more power with strategy, but I just gave the player a lot of lee-way time for power gain (a lot). But perfect time will give you around a ~6 multiplier. You still will get a multiplier even if your playing is subpar but fast though, since an "okay time multiplier" I gave lots of extra time for the player to be able to get. It counts every 48th note at 90bpm, but the length for an okay time I think is longer than 48th note. Means you can gain power without being good.
Could have set it up to care more for precision, but that's for some other time
Super nice presentation! Tried out btw. the MacOS Version on another device, didn't work form me. But you gave a warning in the Readme file. Just wanted to share :)
oh no! Thanks for letting me know. I won't do a mac build for my next jam then. I don't know why these unity builds are so ass (webgl was completely broken, mac broken..??? Linux might be broken too then)
This is latest version of Unity, if you knew what I could be doing wrong that would be great to hear
To be honest, for a lot of the time I was just flying around without a real idea of where I was, and when I pressed Q and E, it wasn't clear whether I was attacking the boss or if I was taking damage from those lasers myself. But despite that, it was enjoyable to play, maybe because of the thumping music.
Absolutely, thanks for bringing that up! Interesting to here that about the attacks.
This game really ended up being just "throw a ragdoll around" with guitar sounds and flashing lights. I think the header message I had about "release left shift for shorter movement" probably should have lasted longer, since you can do smaller bursts after releasing the left shift key (the reason I say hold left shift in the beginning is so you can get off the ground faster).
Either way the biggest problem of the game was that the main gameplay loop is just fly at stupid speeds with loud noises. Most of your movement decisions should be made while palm muted, and I did find it fun when moving with palm muted notes, but I kind of made open notes unusable unless you want to move away from the boss super fast.
I could have polished the movement better with more drag, but that's something to figure out for next time
The overall theme and style was cool.
it was kinda frustrating ngl because i dont like just spamming buttons. maybe i just wasn't doing it right. i saw the boss but most of the time i was just flying around out of control slamming in to the ground and my body ending up twisted too badly to move anymore.
I love the presentation of this game! It’s super gritty and grunge and works for a guitar game! I also really loved how impactful it is to get more points you definitely feel like you are getting more power with the farther you fly and the more the screen shakes. I couldn’t kill bonko myself but I think that’s a skill issue on my part haha. Fun game dude!










Leave a comment
Log in with itch.io to leave a comment.