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A jam submission

DETOMANIAView game page

Your fate is decided in 15 seconds... or not?
Submitted by mawusu — 13 minutes, 33 seconds before the deadline
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DETOMANIA's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#36183.2863.286
Enjoyment#40523.0483.048
Narrative#51152.3332.333
Creativity#55933.0483.048
Audio#72612.1902.190

Ranked from 21 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?
Everything is a countdown, the threats, the health bar... EVERYTHING!!!

(Optional) Please credit all assets you've used
https://freesound.org/people/Kierham/sounds/614105/ https://freesound.org/people/Breviceps/sounds/450614/ https://freesound.org/people/mazk1985/sounds/187407/ https://freesound.org/people/Dishings/sounds/752015/ https://freesound.org/people/V-ktor/sounds/435416/ https://freesound.org/people/jhyland/sounds/539668/

(Optional) What would you like to be called if GMTK features your game?
The Fish

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Comments

Submitted (1 edit)

thats rather fun actually

Submitted

Nice combination of bombs to create some quick thinking and hectic gameplay. Art style was cute. Just wish I could see my score when I lost :) Great work for your first jam!

Submitted

Congrats of submitting the project! After a first run i understood the concept :p. I think first phase of picking the debuffs could be after the first round (so you get the idea what these are for). Anyway, cool game, gives binding of issac vibes. See you one the next one!

Submitted

very cool scaling ! the cross bombs where such a nice addition, you balanced well and the playerchara animation is so sweet! good job !

Submitted

Simple but chaotic game. The hitbox at the feet of the player is kind of small, so I often run over clocks/coins but don't pick them up which is frustrating.

Submitted

cute game

Submitted

Fun story and gameplay loop. I still feel like the gameplay loop needs a little bit more to it. 
After reading the coments I have seen that you are planning on remaking this game. Maybe in it you could add active items that give some sort of benefit. For example an item that allows you to push a static bomb one tile over.

Also, I am not sure if it's an oversight or if it's intended, but the cross bombs's explosions won't hit you if you sit on the same line as the bomb.

Submitted

Damn this game is hard, best run was ~500 gold and was because I ran out of time despite getting I believe every clock I could. The Axolotl is cute why must it get bombed D:

Submitted

Cool game and gameplay loop but why all the upgrades are for me to get killed even more 😭😭😭. Drawings are cute too and congrats to you guys on your  first submission

Submitted

Congrats on submitting your very first game! Its a very clever take of the theme. I really like the spin on the rogue like choices where its pick your poison rather than pick your upgrade.

Submitted

Great art design, not sure that I get the scenario though

You did not had enouthtime so bravo for finsihing anyway, but yeah choising your punition in not that satisfying ^^

Submitted(+1)

Hello! I've checked your itch and realized this might be your first game? If that's the case, congrats!! There's tons of good stuff here, the "bomberman"-esque loop is a solid base to work around and I could see your game developping in lots of differents area / mechanics with this.

If I had to give a suggestion, the main point of friction I felt was around the way you handle the progression with the upgrades, you might've encountered a "cursed" design problem: When you offer players a "pick your poison" choice to tailor their difficulty, even tho its a choice and it's engaging, it's still a loop of anti-reward in a way. There's tons of games that increment difficulty overtime and rounds, but usually they don't ask the player to make a choice about it, it feels kinda sadistic in a way? Maybe that's the kinda vibe you were going for but from a player's standpoint, in the longrun, it might feel tiring to always feel "punished" for playing longer.


Maybe a good way to workaround this would be to go towards a "push your luck philosophy"? where you offer modifiers that can act both as upgrades or malus based on either luck, the player's skill or timing. That way the selection can still make it more difficult but you present it like a reward.


Anyway, great job again !

Developer(+1)

Hello!! We do plan on expanding this into a real game after a proper recode since the code itself is a mess, but to reply to you for a moment...

The main gameplay loop was going to be that you could gain more money through curses, and then you could use the money to spend on upgrades, to get more money and survive longer to get closer to the objective ... though as you've seen we ran out of time. Honestly? A lot is planned and so post-game jam I've already begun working on a new version of the game.. It's been a fun first game!

I do like the observation and I thank you for sharing your thoughts, I will look into this and see if some good ideas spark out of it ^^

Submitted

I like the anti-roguelike concept, but i feel like it's a bit unengaging at the beginning. i just kind of feel like im walking around in a circle.

Submitted

Interesting concept but would need some more variation

Submitted

Even if you ran out of time you've managed to deliver a pretty enjoyable roguelike! Enjoyed