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A jam submission

BLADESTRIKE XView game page

Fight your way through arenas full of physics-based spinning enemies!
Submitted by Pebbers, desi (@desiVALO), Eva, Bas Spindler, randine, Voltage20K — 2 hours, 50 seconds before the deadline
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BLADESTRIKE X's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#1324.0854.085
Audio#1613.9153.915
Overall#2683.8813.881
Visuals#3714.0644.064
Seriousness#7353.6383.638
Creativity & Theme#8333.7023.702

Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Unreal Engine

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Comments

Viewing comments 40 to 21 of 40 · Next page · Last page
Submitted(+1)

First off all hell yeaahhh your main menu imprassed me ı am hyped  at main menü,cool asf fam ı love dodge feelings and ai not too easy .

Developer

Thxxx and glad u loved ✨✨

And truee ai really difficult but stilll it's feels  soo satisfying when u beat them

Submitted(+1)

Wow this is super polished! I love the boss fights!

Developer

We're so glad u enjoyed alot✨✨

And ya the boss fights are really sickk

Submitted(+1)

I tried booting this up through Wine inside my QEMU Arch Linux VM on my Arch Linux host and unfortunately it doesn’t really seem to work. First time I got stuck in the menus without the game seemingly be able to find my mouse position, but it did react to the dashing. Second time I booted it up it almost instantly moved to play and I could do the quick time event checks after which the game seemed to crash (without producing any logs). It’s always a bit uncertain if windows games will run well in the VM, but failing to get mouse cursor position was a new one for me. The crash I don’t know at all what happened but it was right after the third QTE.

Developer

That's really unfortunate - the only linux player I had used proton but I'm not in tune with what the differences are, I'm glad you tried though!

Submitted

Proton is based on wine, but given that it actually booted up fine I might be inclined to think the problem is my policy to run all jam downloaded games inside a VM as a security precaution.

Submitted

so the only feedback i could give on the game itself would be the main menu, and this be related to my struggles getting the game to run properly, but it seemed to me like the game decided on “Play” the instant my spinner hit its collision box and that meant I kinda accidentally went for play before even noticing i could control the spinner. So i think a better UX there would be to have a relatively large area around each “button” and when the spinner is in it start a progress animation on the button that only clicks it when complete. That way the menu isn’t a maze where you have to avoid certain areas to get to where you want and gives players a bit of time to react.

Developer

So sorry to hear about your difficulties! That is indeed how the main menu is set up, but it’s probably got something to do with the Linux play. Hope you find another way to try it out and thanks for the thorough feedback :) 

Submitted(+1)

I really liked the UI, it's unique in how you actually used the gameplay as part of the UI. The sound effect are cool too, the music is engaging and the visuals are really nice to look at! A bit hard for me, but I enjoyed the time I played it :D

Developer(+1)

Thanks for playing, Djimmi! 

-Khellendross

Submitted(+2)

Really fun and simple gameplay! Really nice interactive main menu. acting as a tutorial too. I did ended up yeeting myself a lot often but I had fun playing.

Submitted(+1)

Visually I really love the vibe it's going for! Tutorial in the main menu is a great choice. Audio is such a vibe and very fitting. And the best thing? I really did just find myself playing it for the fun of it, and thinking to myself "I can do better!"

I did sometimes feel like I got yeeted off the map when I shouldn't have, but maybe that is just the unexpected momentum hitting me in just the wrong spot which caused me to fly further than I expected. I never felt like the game was unfair, so that was really nice. 

I really had fun, so great job to the team, and really love the vibe! 

Developer

Thanks so much for playing and I'm glad you had fun!

Submitted(+1)

Such a great game! It feels so polished and good. The interactive menu is amazing! The visuals are great, and the game feel is just perfect! It might be the best Beyblade game I have played in this jam. Truly worth a moment of everyone's time.

Developer

Thanks so much for the praise and I hope you had fun!

Submitted(+2)

Great game, visually is a 10/10 the sounds are so good! I loved how it felt to move the beyblade around, not going directly to the point but going kinda around, felt really nice, well done guys!

Submitted(+2)

Love this game, it was so much fun! The audio of each spin top clacking off each other was so nice, it just scratched something in my brain. I also really like that it's easy to understand but hard to master

Developer

Thank you for the kind words!

Submitted(+2)

Well this is definetly my favourite spinning tops game from the jam! The enemies and levels were really cool, the jumping ones especially broke my ankles more times than I'd like to admit ;-; The visuals were BEAUTIFUL, sound design is top notch, and I really liked the 50% try again option, felt good to get it when I screwed up on those tougher stages :) The only complaint I have is that there isnt any mention about the dash in game, so it took me a while to use it, but that aside this entry is perfect!!!!

Developer

Glad you enjoyed!! the dash is mentioned in the main menu but it might be easy to miss haha

Submitted(+1)

this game was absolutely fun, and probably so far one of my best top 5, is incredible that this was mounted in a week honestly!!! i wish there was a way to upgrade your dash, and the roulette in the continue screen is such a nice concept that i am gonna steal it for the future

Submitted

no web version but looks cool

Submitted(+1)

The game is super polished for 7 days woah 

My feedback is to make the player move by clicking not moving by mouse only 

also make the arena boawl type thing bec i fall off too often 

Submitted(+2)

I gave this game a couple of tries, but I found it difficult to the point of not being fun - and this is coming from someone who rarely takes issue with a game's challenge. The basic movement is extremely satisfying, as is the combat against the different enemy types, but the design of this game keeps on punishing you the worse you do.  I'm not sure if there's something I'm missing, and if it was just one or two things I wouldn't mind, but I was constantly replaying sections I'd already beaten because of:

  • The arenas being so flat makes it much easier to throw yourself off the edge accidentally. Most beyblade-like games have bowl arenas where the edges are much harder to climb unless you get knocked, giving you a safety margin against accidentally ending yourself with a bad move.
  • Not having guaranteed retries. The 50/50 continue/main menu (instead of something like two retries per stage or something) feels like an absolutely sadistic choice - if I'm playing poorly enough to need a retry, the last thing I'm going to want to do is to risk getting booted back to the main menu. This feels like an idea taken out of a challenge mode, where players have already mastered a gameplay loop and are looking to show off their skills, and added to the default mode, and I'd like to know where it came from because I feel like I'm missing the intent here.
  • The dash is a really cool move, but your only defense also being a dash means that the rebound from grazing an enemy on the side, a miss on the edge (which is where you need to be to knock out enemies), or the first boss knocking you into the air before a dash, means near-guaranteed doom.
  • The first boss doesn't seem to have a cap on the number of red enemies it can spawn in the later phase, nor does it seem to ever slow down when there are more enemies out. So stopping to clean the enemies feels unproductive because more keep on appearing while you're in the middle of it.
  • The boss also has a really long health bar for the amount of attack variety it has, and the damage dealt felt wildly inconsistent between hits.
  • The cloverleaf arena being very small compared to the player's movespeed making the flat arena problem even worse.
  • In a game about building momentum to slam into things really hard, the jumping enemies that appear in the cloverleaf arena force you to not slam into things and completely break the flow IMO. 
  • It's possible for the return to main menu to pop up just where you were about to click to try and save yourself with an airdash.
  • All of this combined had me playing extremely safe and passively, which is kind of the opposite of what I'd expect from a game with this aesthetic and concept.

All that said, this game has style. Others have said this, but the visuals are striking, the sound design is *chefs kiss*, the UI is beautiful, and it all fits together in such a "00's radical" sort of way. I really wanted to like this one, because I found everything but the gameplay absolutely top-notch :(

Developer

Thanks for the kind words on the sound design :)

Developer(+1)

Thanks so much for taking the time to give a detailed comment! I'd like to say that you are likely not missing anything it's just design in a lot of places that expects the player to have mastered the game's intricacies and is indeed extremely punishing.

A lot of the design issues you've mentioned are ones that I agree with but are a product of rushing to get it out in time (particularly the boss not being tuned very well & menu bugs) so I'll save the comments on those.

These comments are primarily on how we arrived to some of their decisions for the sake of clarity not necessarily rebukes since I don't think anything you said is inherently incorrect.

Now the flat arena issue lies primarily with perspective, after grappling with different arena styles and camera positions this seemed to be the most optimal during our early tests which were only conducted by us the devs who got used to the movement system after a lot of time working on it, having bowl shaped arenas required us having either moving cameras (which we did not experiment with) or a very top down view which made it hard to tell when the player was in the air leading to even more unexplained deaths and the movement wasn't particularly tuned for curved shapes, it's also why in the boss arena I changed the camera angle to allow the player to tell even better if they were in the air compared to other arenas. Honestly I would say during the development process deciding on the arena shapes was the hardest part that in the end we decided the main arena will just be a basic circle for the sake of the jam, and we ditched other arena shapes (including an X shaped one) and left the clover one as it was significantly more playable than the rest for the sake of variety.

As for the retries, this became a lot bigger of a feature than I was expecting, Originally In the loss menu there was only the option to return to main menu and the option to either 50% exit the game or 50%  return to the main menu, I in the last few hours was quite confused by this and had the very bright idea of changing it to continuing from where you last left in the game due to us not having time to do checkpoints, and oh how I regret this despite some comments here enjoying this feature as the very minimal "checkpoint" implementation tied to arenas wasn't used often on the 2nd arena leading people to start from the very beginning.

As for potential solutions I thought about over the time this has been out are stuff like sci-fi barriers that can be broken over multiple hits from the player or more playtesting with curves in arena edges, and obviously a checkpoint system / leaning into roguelike stages rather than predetermined ones.

I hope this cleared up our thought process, we really aren't out to make you not enjoy this (which I doubt you believed) but how we arrived to some conclusions, either way many thanks for giving the time to try out our game!

Submitted(+1)

That makes a lot of sense, and I can see how each one of those decisions makes sense in the context of being tight on time and not having enough external playtesters from outside the dev team! And like I said, it's not that all of the things were major problems on their own, it's just that all of them together were overwhelming.

Thanks for taking the time to answer as well! I'd like to think we're all here to improve our craft, and going into such detail on the why's behind your ideas does help!

Submitted(+2)

Loved it! played a for a good amount of time and it's addictive. I like the different types of enemies. I love the main menu! If the art was a bit more high res and there was a bit more juicyness when taking a boost or colliding it would be perfect!

Developer(+1)

thanks for the feedback!! :) And yeah I agree it could definitely add more juicyness. 

Submitted(+2)

I loved it very much!!! It's a really good game, congratulations!!! The only thing that happened with me is that if you click inside the bar, but on the edges, it doesnt count as if you got it right, besides that, an awesome game!

Developer(+1)

Thanks alot!! yes the minigame is a bit rough around the edges (heh.) but I'm glad you enjoyed regardless!

Submitted(+1)

this game is just too good , god damn

Submitted(+1)

Wow, very beautiful and polish beyblade game. One of this was my first ideia, but I could not figure it out a way to make it fun. You cerntanly did, wel done!

Developer

thank you !! :)

Submitted(+2)

this game is so sick! i was a fan of the beyblade ds games and this game has emulated what makes that game feel so fun to play! the way the top moves, the weight/knockback on collision, the visuals, and the audio feedback all come together to create an extremely satisfying game feel, chefs kiss! i also really love the enemy behavior variety and the bosses, a lot of them interact so well with each other and makes them fun to play against. also the coin fun continue option is a super funny gimmick, i popped off everytime! could easily see myself paying for a game like this, congrats on the submission!


Developer

Glad you enjoyed, and awesome that you finished it!

Submitted(+1)

Perfected gameplay loop, addictive as heck and incredibly polished; would buy if on Steam, to be honest

Developer

Thanks, it was alot of fun watching you play!

Viewing comments 40 to 21 of 40 · Next page · Last page