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A jam submission

Boby's WillView game page

Help Boby rescue the kidnapped babies!
Submitted by cmace, Liam, songbird, luciepoulpe — 42 minutes, 12 seconds before the deadline
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Boby's Will's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#754.5334.533
Audio#2013.8503.850
Overall#2703.8803.880
Creativity & Theme#6143.8333.833
Seriousness#6773.6833.683
Enjoyment#6853.5003.500

Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Godot

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Comments

Viewing comments 40 to 21 of 56 · Next page · Previous page · First page · Last page
Submitted(+2)

Really cool game! I was kinda confused as to when the shop is supposed to appear, but at least I got two upgrades! The animation of Bobby spinning the wheel is really cool! Well done! I was expecting a bit more lore tbh, or at least a small intro :(( but it's cool nonetheless.
I also encountered a small bug in the shop where the money didn't update until after you go back to the main menu

Developer(+1)

Hey ! Thanks for the review ! We didnt have the time to put the intro in the game... but you can have it here : 


You can see the next level on top of the screen, i know it's not clear enough we need to work on it haha

Thanks for the review ! :D

Submitted(+1)

The intro is so fire!!

Developer(+1)

Thaaaannkks !!! Liam didnt sleep to make it haha

Submitted(+1)

Really awesome game! The artstyle is soooo goodddd and I love how smooth the animations are! The gameplay is quite interesting and I love how I can tell how much degrees I will spin based on the 360 degrees mark. Though I do find the difficulty spike a bit too high especially at the start of the game where I get two shotted by an enemy. Other than that, pretty solid game with a kinda silly but serious vibe as well! Great work!

Submitted(+1)

Sweet game! I loved so much the fact that its noted on the charge bar when we go over 360 degrees, it helped a lot for hitting what slices I wanted!

The game's difficulty was pretty high for only having 20 max health, the final boss dealing 15 damage meant I could not survive more than one hit unless I got shields every turn (which I did not).

I also think the visuals could be more responsive, I don't like how slowly the health ticks down, and once it does, the enemy just flops over, some visual flair would go a long way there, like an impact effect for when Boby hits the enemy with their stick, and vice versa.

Also, the labels don't update in the shop, so I can't see my new gold balance; and I didn't even realize at first that the shop was selling wheel parts, and not like healing services.

I also would have liked if the wheel was explained a little bit more in depth: how does it choose to change to what slice, is it all just equally random chance from the pool of slices you have available? and being able to see WHAT slices I do have would be useful, along with a shop service to delete them. Some permanent upgrades like more max HP and upgrading slices would also be very nice to see!

The art is some of my favourite, and I can see this game updated to be a complete product for sure! Very solid entry!

Developer(+1)

Hello!

Thank you so much for your detailed feedback!

We really need to rework the game’s balance, clarity, and the feedback after an action, and fix a few bugs.

For slices, we were supposed to have a screen to view the discard pile and the deck, and be able to remove cards from them, but unfortunately we didn’t have time.

Same goes for the shop, we wanted to make it easier to read, allow players to buy max HP, and upgrade slices.

I'm already working on it right now ! Like the label who didnt update in the shop, it's already fixed, just forgot to call the update_data function..... hahaha

Thankkkkkkkks !

Submitted(+1)

I need to save them!

Very fun game, I love the music! The animations are also very smooth and nice..

Submitted(+2)

I LOVE BOBY!!!!

I have played several spin the wheel to do combat games on here ofcourse but the artwork in this one makes it truly something else! The animation and character design is so weird and floppy it's great!

Very fun! I want more boby!!!

Submitted(+2)

boby!!! :))

Developer

BOBYYYYYY

Submitted(+2)

the art in this game is probably the best i've seen this jam? it's so clean and beautiful, kinda silly and funny at the same time. it is reminiscent of some older games i've played where the environments are all hand drawn stills and such. so cool !

Developer(+3)

thanks youu ^^ I'm happy of my work to, I'm inspired to games like cuphead or hollowknights wiht à realy good hand draw job. I had hight school diploma during the game jam so I sacrified 3 days, but I finaly did it and make all assets. now I can sleep lol XD

Submitted(+3)

i loved this. Im here for the art, animation and it was fun to see what would happen with each spin.  

Submitted(+2)

Really cool art direction and awesome character design, great job! One suggestion would be to add fullscreen support.

Developer(+1)

Thanks !

You have full screen support in settings !

Developer

you can put the game in fullscreen in the settings of the game ;) thanks for the compliments

(+2)

The animations are amazing!

Submitted(+2)

The animations and art for this are really cute! The idea of building the wheel like a deck is cool but I'm not sure how much the actual spinning adds to it since it's pretty easy to move the wheel exactly where you want. Maybe if the wheel parts had dynamic sizes so you could semi control the randomness but not remove a roulette wheels inherent randomness? Dunno I'm just spitballing here really but overall great work!

Submitted(+2)

Some of the most unique character design, which is what drew me in.  The gameplay loop is solid. Shame you couldn't put the opening cutscene in the game itself, but understandable since Godot only accepts the most esoteric video format known to man.

Developer

Yep, I'm really kicking myself for not managing to get the intro into the Game Jam version in time!

It was all because of an unfortunate nap, a connection issue, and Godot's weird video format...

Thanks for your feedback! <3

Submitted(+3)

I absolutely adored the animations! The spinning was so satisfying was VERY serious. It seemed like my upgrades didn't scale as much as the enemy ones — in my last round, the enemy was dealing 15 HP per hit and I was still dealing 5 HP. I also only had 10 HP going into the fight, and he had 50, so I didn't stand a chance. I didn't mind much, because the game was so cute. Great job!

Developer

Thannnnks ! We need to rework the scaling haha

If you want to win, you need to use the x2 tile ! but we need more upgrade and more way to win !!!

And thank you for loving our animation ! :D

Submitted(+2)

Incredible drawings! a nice consistent and polished look!
The menu wheel is a cool idea too 😄

However I think the gameplay idea is inherently kind of flawed.
Either you're good at spinning and you just pick what you want or you can't and then it's completely random.
There isn't any time to do deckbuilding to account for this (Like that you would survive no matter what tile)

So basically the spinning mechanic only adds an barrier of entry (being able to control the specific tile) without adding any depth to the gameplay. 
I actually think pure randomness is better since then you're dealing with chances and deckbuilding. 
It feels like an added mechanic that is there but doesn't make the game better. It's a completely separate skill

I don't know if there is a way to make controlling the position manually an interesting mechanic that interacts with the rest of the game.
btw I made a board game before with this exact problem. So that's why it jumped out at me... 

The important game design question is: "How does the game work at high player skill and at a lower player skill"
Here at high level you either dominate or the game is balanced at this level.
If it's balanced for high level players then controlling it becomes an barrier of entry before new players get to play the actual interesting parts of the game.
If it's balanced for new players then as I said high level players just dominate and the game is trivialized.

The mechanic has toy like satisfaction which is important in games but I'm talking more theoretical here. Hope it makes sense. For a jam game no ones getting 100% perfect at the game of course but I don't see this specific iteration of the idea to be expanded to a full game (it's a game jam it doesn't have to be ofc)

I still enjoyed my time with the game. I hope you won't find the critique too harsh. I just like to think about game design things. 
Also feel free to disagree it's just my thoughts and experience. I don't think I would write such a long passage if the rest of the game didn't look and feel amazing.

Good luck with the jam! 😁

Developer(+1)

Thank you for your feedback!!
It's so cool to receive detailed and critical reviews. Indeed, game design about all that you're saying was a big issue for us during this game jam ^^ Nice if you enjoyed playing it and thanks for your time, feedback makes up better!

Developer(+2)

Thank you so much for this incredibly detailed feedback!

I’ll try to explain why we went with this approach and what we think is missing in terms of gameplay:

Why not just make the wheel’s rotation random?

When I was testing it, I was extremely frustrated by the lack of agency. No matter what I bought, I couldn’t protect myself based on my HP, nor could I try to end the battle in a way that benefited me.

So we figured we needed to add a way to choose what to shoot at while also adding some “difficulty” to aiming (due to the speed). We also wanted it to vary depending on the enemies, but we couldn’t implement that due to time constraints.

And then we wanted to link the gameplay of this bar to tiles we’d obtain, for example : applying a poison effect to the enemy, but the poison damage only activates if you hit a specific area of the bar. And the more poison the enemy has, the larger the zone becomes. That way, you either try to aim for something specific, or you set up the wheel for the next turn to get multiple beneficial effects at the same time, because for this turn, it’s not possible to get exactly what you want.

We also would have liked to have more variety in enemy gameplay, more biomes, and longer levels, but unfortunately we didn’t have enough time to implement everything we wanted.

Sorry if my answer isn't thorough enough or misses the point, English isn't my first language, haha

Submitted(+1)

Thanks for answering! 😄

I understand wanting agency, it's just on the longer scale that has some game design implications that come out of it. (As I mentioned in the original comment)

"And then we wanted to link the gameplay of this bar to tiles we’d obtain" "or you set up the wheel for the next turn"
Yeah these and that poison example was exactly what my shallow imagination couldn't come up with! 
There you have a choice of what you're going for and it's related to the mechanic. That's perfect!

Still (personally) I'd prefer it's either full random or you get to pick the exact one without any hassles. (Or if it's mechanical then it should be like reaaally easy to control so it's essentially just a choice but you get the toy like fun still). 

The depth is in the choice (stack poison or hit specific other tile)
Not in the mechanical skill (how precise timing you press the button to get what you want. )

Of course some games can be about physical mechanics like aiming, movement etc.
But those games have a lot of fun and depth in the mechanic itself.
In roguelike deckbuilder type games I personally feel that mechanical execution just takes away from the depth.
These games shine with the interesting non obvious decisions the player has to make. (Like the poison example you explained.)
There's some exceptions I'm sure but I'd bet that their mechanical skill is more in depth than one button timing.

And again this is just "If I designed this game what would I change" and not "This is objectively how this game should be how dare you". 



Developer (1 edit)

It's actually really cool that you're sharing your perspective on what you'd change if you'd designed the game :D

I get what you mean about mechanical skill versus the depth of the game through deckbuilding.

Since, for me, you figure out pretty quickly what you’re going to choose, it’s rare to really mess up, and I didn’t find that messing up was too punishing. I think I’d rather keep this element than go for pure randomness, haha.

Thanks again for your feedback, it’s really interesting.

Submitted (1 edit) (+1)

I replayed it once again and beat a run. (I didn't before)

For all these thoughts and suggestions I made the game would of course need completely different game balance and effects.
If you did make it random it would need a complete rebalance haha. I was more suggesting maybe having full control but I can understand keeping it like this.
"it’s rare to really mess up"
I think that's what I meant with the "barrier of entry". You've passed it so it's trivial but new players haven't so they're playing on random with the game balance for "choose perfectly"
But honestly the barrier isn't as high as I initially thought. Falls a little closer to the "It's easy enough that it's a choice"
I'd still take a look at completely new players trying it of course. I initially gave up quite early so there's something that could be improved in the new player experience I'm sure.

Thanks for the discussion and good luck with your game!

Submitted

https://www.youtube.com/watch?v=FLCet4Z7zew
Just saw this video by Indie Game Clinic. It reminded me of this conversation so I'd thought I'd link it! 😁

Submitted(+3)

This game has one of the best Visuals of the Jam! I really like them!

I like that the player is responisble for how far the Wheel turns and it's not just luck.

And also very serious! Those little guys need us

Developer

Thanks !!

I'm glad you liked the way we implemented the gameplay; originally, it was completely random, and we realized that it was extremely frustrating.

I hope you managed to save them haha

Submitted(+2)

Cool entry!

Enjoyment: 3/5

I like the premise, my only issue is that the wheel sometimes feels a bit unreliable to get where you want it to go, which lead me to pretty quick game overs, which kinda sucked.

Creativity and Theme: 5/5

Very creative usage of the spinning wheel, despite being a theme that's been used over and over, I like the idea of being able to manipulate it and using it for combat.

Visuals: 5/5

The visuals look very good! I love the characters and animations!!

Audio: 4/5

The audio works well, but I still feel like it could have some more flavor. The current sound design really gives "old flash game" vibes, which is not bad at all, but could use some extra touch.

Seriousness: 3/5

The game looks too goofy and silly to get a very high serious score, but you still get 3 stars for the effort. ( I do have to rate seriousness in some way..)

FINAL RATING: 3.5/5

Overall a fun little entry! I liked it despite some somewhat small flaws. Kepp up the good work! :)

Developer

Thank you for this detailed report! We'll keep getting better :)

Submitted(+2)

Very serious agenda! And that in such a amazingly goofy artytlyle, the shopkeeper and enemy are incredible xD

Like the idea of the wheel-spin by a power-bar alot. It gives somewhat of control and cancelles the "luck only" that is a stigmata of the wheel of fortune trope.. a problem I do have in my game.

very great job! :3

Submitted(+2)

the animations were so goofy yet so well-done! also liked the concept as a whole; having a bit of agency in how hard to spin the wheel to control where it lands, but wont get it perfect every time. great work!

Submitted(+2)

Amazing game! I love this concept for a roguelike. It's fun and cleverly designed. Great job on the art as well!

Developer

Thank you! It makes receiving your feedback all the more enjoyable since your game is sooo beautiful (the one I've given the highest mark to so far)!!

Submitted(+2)

Not a big fan of turn-based games but idea is really cool (maybe gameplay is a little bit slow, though). And art style, as everyone saying, is so fire!

Viewing comments 40 to 21 of 56 · Next page · Previous page · First page · Last page