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A jam submission

The StingView game page

As a swarm of bees, climb to the top of underground boxing
Submitted by Other OTHER Sean
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The Sting's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#734.0404.040
Creativity#2053.6003.600
Overall#2343.3123.312
Gameplay#2443.0003.000
Enjoyment#2543.1203.120
Connection to theme#3942.8002.800

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Discord name (multiple if team)
@otherothersean @gerbopawa @myel

Game engine / program used
Unity

Connection to theme (short sentence)
Punch Out roguelike starring a swarm of bees

Is this your first game submitted to a game jam?

No

This is not my first game jam

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Comments

Submitted

THIS IS SO SICK hand drawn animation of 10,000 bees??? that's dedication

Submitted

This was such a fun boxing game. a very unique concept ive never played anything like this before. crazy submission !!! can u play my game and give me honest feedback as well  ? /jam/brainless-game-jam/rate/4775182

Submitted

I love this game, this game is fantastic!

I felt like I was really overcoming the big guys and boxing it out to be a champion. The new combos you can earn were also very fun.

Amazing work, well done!

Submitted(+1)

I LIKE BOXING 

Submitted

Love the art and gameplay!! I think I would have loved to see a bit more wind-up and exaggeration of the enemy's attacks just to make it more clear what they were doing. My game was also sort of punch out style so great to see different interpretations!

Submitted(+1)

This game gave me vibes from a game called thunder ray have you played it? 
Loved your game, great work :)

Developer

ooh i haven't! I mostly tried getting inspiration from Punch Out (both original and the 2009 Wii game) as well as Big Boy Boxing but I'll keep this one in mind :)

Submitted(+2)

Dang, really wished I did something simple like yours now that I've played this. Art was amazing. sounds were quite... wait for it... punchy. Nicely done!

Submitted(+2)

The art style is super cool! And it's great to see an interpretation of Punch out in 2026, especially as a roguelike! Also I think the use of items and special moves are super creative; how you have to pull off a combo to activate them.

My main gripe was that I don't think the attacks and dodges were responsive enough to be fun. Maybe it's a skill issue but I swear I dodged sometimes and I just didn't.
Also I wasn't aware you could buy items at first, it would be nice if there was a clear message telling you that's the case. And when I hovered over the items, because the sprites are constantly moving, It was hard to read. If the text boxes didn't move with the items it would be nice. Lastly I found a single bug which was that one time, the music for round 2 didn't play at first, it took like 10-20 seconds to start.

Outside of those issues I think it's a really cool game with a super cool visual style and some nice audio too.

Developer

for sure! not only do I want to polish the combat but i want to incorporate in-game explanations so stay tuned :)

(+1)

Thank you! I made the dound design / music, i'm glad you liked it!

Submitted(+1)

Extremely cool artstyle, and punchout like games are really cool

Submitted

What is the arrow on the HUD means? Is it something like combo? I tried to enter it but it seems I put the movement too fast and broke the combo. 

Developer (1 edit) (+1)

It's mentioned in the description and instructions (should've done in-game tutorial explanation but hey deadlines lol) but yeah it's a combo corresponding to your attacks (A for left jab, D for right jab, A+W for left uppercut, D+W for right uppercut). You have a window of 5 seconds to do it without getting hit but we're working on making the attacks in general more responsive and difficulty lower early game so the combos in turn will be feeling much better :)

you can unlock more after each fight and they all do different things 

Submitted(+1)

I liked the art, I had fun playing it. Although controls felt not very responsive at times, and the indicators on the enemy werent super clear to me.

It was a bit hard too, had to play it 3 or 4 times to beat the first guy, maybe have the first guy throw less punches or sth so you get used to the timing for the combos (because if u spam the combo fast not all inputs track)

Good job!

Developer

oh yeah there's an input buffer of 0.13 seconds for distinguishing normal attacks (A/D)and uppercuts (A and W or D and W) as well as the animations themselves being a bit too long so in a future build they'll be shortened until it feels just right

also gonna add visual feedback to attacks, clearer telegraphs of enemy attacks, combo bug fixes, and of course balance changes

Submitted(+1)

the visuals are VERY good, and i really like the idea of the game, reminds me of punch out!

sadly the controls felt very weird for me, and i struggled with the gameplay, and struggled to see when the enemy is attacking.

but still, good job on making the game!

Submitted(+2)

Great art and sound. Buying combos is a neat idea.

It's very difficult, though. It took me forever to get the hang of it. Then again, is it just me or is the 2nd guy way more difficult than the boss?

There's also one bug that showed up now and again: I was already on the buy screen, but then somehow still lost.

Developer

Oh my I haven’t seen that bug, do you know when exactly defeat occurs when you’re at shop? If it’s right after the fight that’s easy, just a few extra if statements to prevent enemy giving one last punch.

Also to answer everyone’s feedback about feedback fear not! We got several different approaches we’re exploring on how to improve it in the next build (shortening animation times, camera shakes, damage number particle effects, visual effects, freeze frames, etc) the works! We got a lot of ideas we’re eager to showcase so I hope you’ll stick around :) 

Submitted(+1)

Yes, it was right after the fight. I think you're probably right about what causes the bug.

Thank you, glad you liked the sounds and music!

Submitted

I CANT UNDERSTAND WHAT MY OPPONENT IS DOING, BECAUSE OF HIS TREMOR!!!!!!!!

Developer (1 edit)

Tremors? 

EDIT: oh you mean the animation, I see. Well as it stands we have the enemy sprite animation pause for a half second and flash a certain color to telegraph jabs and uppercuts (in retrospect I should’ve just went with one color for consistency). But we can maybe tone down the idle animation speed to prevent these tremors if others are having difficulty with it

Submitted(+2)

Great game, with the lack of feedback and telegraphs, it was pretty hard to get by gameplay-wise, but the game was still fun overall (especially when you just start mashing). The music and art were great too; an awesome game!

(+1)

thank you so much! I'm really glad you liked the music!

Submitted(+1)

The art style is amazing! the character design for the main guys and the shop keepers are great. Combo system is fun to play with. Maybe there should be a bit more effects when you get hit and hit an enemy. But regardless a very cool game.

Developer

For sure! So far we’re exploring different feedback options including 

  • Camera shake
  • Color screen flash
  • Freeze frame
  • Particle effects (swipes, dmg number, etc)
  • Reduce animation time
  • Sprite move

but if anyone else has any other suggestions, feel free to drop a reply down below :)

We wanna make each new build the best build possible once voting is done!

Submitted(+1)

Very nice art, The opponent looked human but the player looked mutated, and so the shopkeeper.

Very difficult game, the design choice here seem pretty risky, and with the lack of feedback, it was very hard to do combos and regular punches. However, good game.

Developer

thank you very much for the compliments! I played your game and really loved the look of the game (especially the PSX look and the angels). if you’re gonna do a post-jam build let me know, we’ll be doing one as well :)

Submitted(+1)

Love the artwork! The style is so good and I was surprised by the roguelike mechanics--cool idea!

The gameplay made sense and I knew when I was doing the right/wrong thing, but a bit more feedback with the punches would be nice. Overall, really nice job!