I really like the Idea, tho Im not familiar with the control cause I'm used to WASD control
Play game
Bandit Bomber (Early W.I.P.)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #16 | 2.833 | 2.833 |
| Visuals(Graphics) | #17 | 3.000 | 3.000 |
| Sound/Audio | #18 | 2.500 | 2.500 |
| Overall | #19 | 2.667 | 2.667 |
| User Interface (UI/UX) | #21 | 2.333 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://dylan-bee.itch.io/bandit-bomber/devlog/1506977/early-demo-for-my-new-game
Developer Feedback Questions
My biggest concerns are:
How well does the player control?
Does bomb-throwing feel intuitive?
Are the enemies fun to deal with? Or frustrating?
How is the level design?
Also, any bugs that you may see.
Comments
Pretty great platformer, I like how you created vibe of gameboy game.
I would prefer to disable self-damage. It was sometimes too annoying when I killed myself close to end of level :D
Congratulations on your submission! Keep working!
This does have a retro inspired feel to it. The sound and graphics feel appropriate to the retro feel. The player response to the controls is decent. Not great, but it does fit the feel of the game.
I'm not really a fan of using Z and X for hand positioning. I found that space worked for jump, so I used that, though key remapping, or just some alternative input options, would be nice. I also found that R restarts the level, and P pauses the game, though without any notification. I was testing buttons when there was nothing else on the screen and after pressing a bunch suddenly nothing was working. P made the most sense, so I pressed it again and moved to see an enemy before trying it again to confirm it paused. I recommend adding these to your controls list on the web page, as well as adding something to indicate when the game is paused. Since you are listing controls, it would be good to include mention that arrows are used to move. I'd also add something to the start screen saying to press one of the buttons to continue. It could be a loading screen, so I waited a bit to see if anything happened before clicking and pressing buttons.
I made it to the end, but did not figure out how to get some of the items, or to the door above your entry to the second area. I didn't spend too much time on them, but did try bombing everything nearby.
The level design felt fine. The difficulty was reasonable throughout. The ceiling enemies were annoying, but in a way that works for the game. For the ones shooting out your path I just ran through the area, rather than trying to take them out.
There was a spot where it looked like an enemy just appearing on screen fell onto the spikes and died immediately. This was in the second zone.
Overall, this feels like a good start.
Thank you for your detailed feedback.
Input mapping is a good suggestion. I've never tried implementing that in my games before, but I imagine it can't be too difficult.
Also, the P and R keys were used by me for testing purposes. The pause was for me to take screenshots easier and I forgot to disable that. Oops! Nice find, though.
Like other suggested, I should really include a tutorial to explain things better. The way to reach the secret areas is by finding hidden triggers that spawn new doors. The first one is right above the door that leads to the second area. You have to bomb the vertical green blocks, but leave the one touching the ground intact. You should then be able to jump from that single block onto the horizontal green blocks and reach a hidden door on the wall. The second hidden door is in the second section and is at the top right of the area with orange blocks above the spikes.
The fact that you chose to ran past the shooting enemies made me realize that I need to give players more of a reason to engage with enemies. Maybe item drops or some kind of ranking system.
Thank you for your suggestions. They gave me improvements to consider for when I make my next revision.
When we added remapping to our game most tutorials only showed how to replace all current inputs with a single option per Input Action. If you just go with only one input per Action, then it is pretty easy. You can just clear all current inputs, then add your new one. If you want to allow the player to set multiple, then it needs a bit more work. You can't just swap one out, but need to erase all current ones for an Action, and then add each input you want it to have. You can look at the docs for InputMap to see the functions for remapping. We used a Window and the window_input Signal to get the new input.
My game for this jam is also a platformer. Nice graphics sounds and music. I really like the knights animations and the spear throwing is fun to avoid.
Hi, playtested your game.
- How well does the player control?
Left and right movement feel to slow at first. But I dont have any real problem with controls to navigate around level.
- Does bomb-throwing feel intuitive?
Yes, dont notice any issues with bomb-throwing.
- Are the enemies fun to deal with? Or frustrating?
Its not frustrating, At one moment trying jump on knight and get damage. There is only one way to deal with enemies bomb them. Maybe adding environmental hazard can improve varianty of elimination of enemys.
- How is the level design?
Made to second half level so far level design OK.
Thanks for playtesting the game. Based on your comment and another, it does seem common for players to try and jump on the enemies, so I might try to incorporate that into the game. Maybe as a way to stun foes to make them easier to bomb. Using the environment to take out enemies is an intriguing idea. Thanks for the feedback!
GAMEPLAY
It has a simple and fun gameplay. However, instead of writing the controls below, I recommend making the first level a tutorial.
VISUAL PRESENTATION
The visual style gives a flash game vibe, but it is still wonderful.
SOUND DESIGN
The sound design gives an arcade-like feeling and is quite good.
TECHNICAL QUALITY / POLISH
There are no optimization issues; everything runs smoothly.
EMOTION - IMPACT
The sounds and overall feel are well done.
I like this game and want you to release it on steam, gamejolt or any platform.








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