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Unbolted's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #612 | 4.167 | 4.167 |
| Enjoyment | #1340 | 3.667 | 3.667 |
| Narrative | #1559 | 3.222 | 3.222 |
| Audio | #1878 | 3.333 | 3.333 |
| Artwork | #1929 | 3.722 | 3.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The number of bolts your character has is counting down, affecting your robot's parts. If you run out, you lose.
(Optional) Please credit all assets you've used
See description
(Optional) What would you like to be called if GMTK features your game?
AXYL
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Comments
I'm having fun playing this game. Nice setting and cool pixel art. The lighting looks really good.
It was cool playing it after watching it on stream, cause I ended up developing a different play style heavily utilizing the rapid fire, and I think it's quite neat that the game is open to that. I also really like the visual effects, like the lighting and the tank tracks, they made the game feel a lot more alive. Overall I wish there was a bit more variation in the enemies, and I wish the decision of which bolt to pull had a little more weight, but I imagine that's scope for a post jam release.
Thank you! It's cool you noticed the tank tracks, was fun to make that with my engine's custom shader system (it's all done GPU side). Yeah, enemy variation would definitely help a lot, and would add to the playstyle diversity even more.
Wow! Absolutely enjoyed the game. I have played it several times choosing different combos in bolts that I sacrificed... and it alters the dynamics of the game - that is such a good idea! I even got through the hard mode - it was a great challenge and worth it! One of the best games I have played on the game jam! Keep up the great work!
thank you!
I loved the concept of getting "weaker" in order to advance! Its a great way to work with game balance and making the core loop feels fresh!! The final "downgrades" are specially interesting :)
Thank you! It took a lot of thought to ensure that the complexity of the game grew with time, as removing parts initially led us to ideas such as “you can no longer dash”, but to get the complexity curve right we decided to go for gaining abilities but with compromises instead, I’m glad you enjoyed it!
That's exactally what I tought was great! And it made some "narrative sense" as well! Great job :
I had a lot of fun playing this, deserves way more attention
thank you!
Oh wow I absolutely loved the concept. Probably one of the most creative interpretations of the theme so far. I loved the choice you provided to change the nature of the gameplay as I decremented through the levels. Hope you can check out my game too!
Thank you! I'm glad you enjoyed the choice system!
Agh I just have to come back and say this was one of the most fun systems I've seen in the jam so far. Really good stuff here.
really liked having to choose which bolts i had to keep vs which ones i could give up. i hadn't realized dying would rust the bolts until the very end, but but i thought that added an interesting layer to the bolt balance. neat stuff!
Thank you!