bro game was nice and good, suggestion Can you add dynamic camera movement that can follow player? It will be more cinematic.than static position
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SUPABLADE: THE ULTIMATE TOURNAMENT's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #2012 | 2.579 | 2.909 |
| Audio | #2061 | 2.417 | 2.727 |
| Visuals | #2085 | 2.659 | 3.000 |
| Overall | #2370 | 2.482 | 2.800 |
| Creativity & Theme | #2636 | 2.417 | 2.727 |
| Seriousness | #2792 | 2.337 | 2.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Comments
Cool Beyblade game! i remeber playing with these things when i was younger lol.
This was a nice throwback to when I used to play beyblades back in grade school haha. I like the aesthetic of the game it really captures that 2000s feel and it was fun trying to find different ways to knock my enemy down throughout the entire match. I do think the controls are a bit too hard to get used to at times as it sometimes feels like the beyblade really doesn't want to cooperate with my mouse movement. Maybe instead of controlling the blade when it falls down you can rather focus more on the process of launching the beyblade at the start, but that is just a thought I had and overall I had a lot of fun playing around with my opponent.
Fun concept with a solid core idea and a nice tournament structure. The spinning combat mechanic is pretty interesting, but can feel a bit inconsistent at times. With a bit more polish and better control feedback, it could turn into a really strong jam submission. Also cool to see a similar “Beyblade-style” idea in some aspects to my own entry.
It's kinda hard to control it (ESPECIALLY WHEN IT ALWAYS MISSED THE OPPONENT AAAAAA) but pretty fun! :D
The bones are definitely there - this one has promise! The main thing that stands out to me at the moment is the feedback - it's hard to tell how you're doing, as sometimes the opponent visually stops spinning and yet still remains standing.
The mechanic of being able to influence the blade feels a bit hit and miss - and almost felt like it was detrimental at times. Trying to adjust your direction to aim for the enemy often meant missing, or seemingly stalling as a result.
Placing your starting position was cool, and helped to establish sort of strategy flair at the start of a match. It's unpolished, but it's still a pretty good prototype given the time constraints!







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