pretty epic reminds me of beyblade
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BattleTops's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #579 | 3.440 | 3.440 |
| Enjoyment | #675 | 3.520 | 3.520 |
| Overall | #1018 | 3.352 | 3.352 |
| Seriousness | #1079 | 3.440 | 3.440 |
| Creativity & Theme | #1465 | 3.280 | 3.280 |
| Visuals | #1562 | 3.080 | 3.080 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Comments
I love the concept, if you had more time, it would've been cool if there was a variation in the enemy.
Solid audio design, felt the weight of impacts. Could use some variation on the gameplay loop, or some further interactivity to make the tops scene engaging
Not bad, i liked the music and sounds. The art could've been improved tho. Maybe a numerical indication of how fast the beyblades were spinning would've been cool too.
Not much of variety in gameplay, but quite intense
I did actually test with a bit of a numerical indicator, but since the "tops" fall before hitting zero, it just didn't feel very nice to have the blade fall when you're spinning at like "10" or something, and since falling is a bit dynamic between the wobbliness of your top and the speed, it was also a bit odd to change the number with an offset, so I opted for the spinning visuliser instead, which just felt better personally. But I do know what you mean, thanks for the suggestion!
Basically what Thalia said. Also, it would be nice to have a way to infleunce the direction of the top while in battle.
Cool concept! I like that the battle is all about the Beyblade launch. Maybe adding a small interaction during the battle could be nice. Nice work overall!
Nice and simple game.
However, a small point of feedback; Right now the tracing feels very detached from the game. To convey that it actually decides how good the spin is, I wouldve liked to see it feel more like one combined thing rather than a seperate trace game and the battle. (Maybe actually animate some beyblade while youre tracing and make it transition seemlessly into the battle?)
That would be pretty good actually, I would've loved to flesh it out more and get some nice assets and aniamtions added, but I ran out of time due to having alot of distractions during the Jam, however maybe a post jam update to clean it up and add some of those nice to have features and visuals might be the play, thanks for trying it!
This really captured the feeling of beybelade! The main mechanic is very satisfying.
For this game, I actually put my mouse down and picked up my graphics tablet to use my drawing pen to GRIP IT AND RIP IT, which felt surprisingly fun. Thanks for making a game!
Really cool take on the initial pull to determine the starting properties of the tops, fun game, I feel like that initial mechanic would be cool to try on a phone lol.
I thought the visuals were very appealing and the follow the line mechanic at the start was a clever implementation. Audio was satisfying too. In terms of improvements it would have been cool if there were more mechanics or information that informed the player what impact there are having on the battle.
Nice job! The following the ripcord motion was a great idea to determine the velocity. I really wish a knockout win was possible, but the speed indicators and other battle mechanics were well polished.
This was very fun! Seeing and hearing them go ''dink'' against eachother was very satisfying and I felt myself gatting pulled in trying to get the perfect spin!
Well done!
You somehow really captured the essence of battling it out with tops! The string pull mechanic is super clever. After a few rounds I got good enough to absolutely fling Red out of the level.. and then I lost because I guess knockouts don't count and I ended up watching my top spin itself to death. :<


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