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Explodey McBoomBoom's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #4250 | 3.143 | 3.778 |
| Audio | #4984 | 2.681 | 3.222 |
| Narrative | #7422 | 1.941 | 2.333 |
| Enjoyment | #7518 | 2.311 | 2.778 |
| Creativity | #7943 | 2.496 | 3.000 |
Ranked from 9 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?
Bombs count down to explode
(Optional) Please credit all assets you've used
Yippy Kawaii by Suriyun
Cube World - Proto Series by BitGem
Easy New Input System by Us (Axios Interactive LLC/Bouncy Castle Games)
Feel by More Mountains
Mirror by Mirror Networking
Retro Arsenal by Archanor VFX
Starter Assets: Character Controller by Unity Technologies
Text Animator for Unity | UI Toolkit and Text Mesh Pro by Febucci
URP Stylized Water Shader - Proto Series by BitGem
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Comments
the art style is so cute omg !!
Thanks for playing. Unfortunately we can't take credit for that as it was assets but we appreciate the compliment. The UI design was handled by us and I think my team mate did a really good job making the aesthetic match overall.
the multiplayer idea is fun but it was a bit hard to get into because the connection setup wasn't clear, and I couldn't really get a match going. Still, the core idea looks like it could be chaotic in a good way.
Thanks for trying. We're definitely going to try to make it easier going forward. I could have set up a relay server but I didn't want the "servers" to just disappear when the jam was over or have to host them for a very long time so setting up a standard direct connection was the way we went with this one. I have managed to get WebGL games to allow connecting peer to peer but it requires a relay server deployed somewhere and I just didn't feel like it was the right move. It would drastically reduce friction though so it may be worth doing something like that in the future. Thanks for the feedback.
I just did a playtest with someone and I found out all the problems are basically just incredibly incomplete UX. We tried to not do too many menus this time so you have to alt F4 to close the game. If you try to join before the host is ready or don't update the ip address then the game just breaks and gets locked up and requires a restart. It's not clear where you have to put the host's ip address. Definitely going to address these in a post jam patch. When we did playtesting it was only internally within the devs on our team and so we didn't realize where the usability problems were because we were only testing happy path. Also we'll probably producing Linux and Mac builds as well. We just didn't do that for this jam as we were crunching for time.
Unfortunately couldnt figure out how multiplayer work :(
Unfortunately it requires that you have open ports on your router to be able to host and you provide anyone who wants to play with you your public IP address which can be quite a lot. Perhaps in the future we'll figure out that hurdle with a relay server or something.
Edit: I realize now that it's not clear where to put your friend's ip address, you need to put it in the box that says localhost (you have to delete local host and put the ip address of your friend who is hosting in then hit join). Another problem just realized is that if you try to join before the host is ready then it breaks the client, so definitely more stuff to fix...
Thanks for trying, but as was mentioned above, you'll need to open port 7777 in your firewall, which is easier than it sounds and this vid is a great walkthrough. Thanks and enjoy the jam!!
Looks cute! Unfortunately, I didn't figure out how to play, nothing happens on the screen :(
Thanks for playing or trying to play. What do you mean nothing happens on the screen? Also it won't really be very fun to play by yourself since it's multiplayer only basically. When you start the game did you try hitting the host button and then the start match button?