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BEAT BAES: MY WAIFU IS A BATTLE-TOP MECH?!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #21 | 4.143 | 4.143 |
| Sound/Music | #36 | 3.762 | 3.762 |
| Art / Graphics | #46 | 4.000 | 4.000 |
| Controls / UI | #62 | 3.476 | 3.476 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
AI Assisted
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Strategy
Turn-based | Card Games | RTS | 4X
Multiplayer
PvP | Party Games
Sim
Dating | Farm | Colony | City Building
Sandbox
Open World
Other
Rating
For 13+
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Self-bump since I just dropped a huge update 👀
TL;DR: Mech customization + builds, new progression, character texting/interactions, shop/economy updates, and a bunch of polish.
🎮 Play the updated browser alpha
📝 Full devlog
Also planning a PvP tournament with $50–$100 in prizes soon. Discord here if you want in.
Hello to Barely Playable Games!
I had a bit of extra time in one of my streams, so I stumbled upon your game and, well... I have some feedback!
My first impression was to chuckle at all the wordplay in your game; it made for a fun time together with the character portraits and names.
The music and sfx sounded good and added to the excitement; it felt along the lines of quite a number of Japanese games I've played, so no complaints there. Although, it also means that it didn't really stand out too much for me to get hooked on it. Most were upbeat, and overall everything fit the feel of your game.
I went through your tutorial first and found that it was hard to follow the text at the bottom while playing the game at the same time. Since the game required me to use the left and right mouse buttons to activate my abilities, it also unfortunately skipped over a ton of text, which left me confused whenever I did get to read a line since i missed a few before it. Basically finished the tutorial thinking I got the gist of the game but a bit unsure of what I missed.
I lived in the Philippines for few years so I was surprised to have a character from there! I didn't really like playing with her much as the skills weren't in my play style... (not to be taken out of context) =X I do like that there were a lot of other abilities between the character choices, though, and when I have more time, I'll try to come back and explore them more. I think Ash was still the easiest for me to play and win with.
One thing that I noticed was that there was a bit of getting used to regarding the bowl physics. I found myself flying off the playing area when I had a lot of speed when I thought that the incline and curvature would let me rotate around more. That said, I think the speed boost needs to have some rule where it can't spawn within distance of any player because at one point it spawned under me while i was using Ash's left click and flew right off.
Lastly, gameplay diversity. I'd like to see more spawning powerups and also possible debuffs to avoid; I only ever really saw the speed boost. Would also be interesting if there were other map considerations, like bumps or water. Not sure if that'd be a thing.
It's a fun game that takes a bit of getting used to. My kids played a bit of Beyblade so yeah... the play of words with the Bae's was also a good chuckle.
Thanks for submitting your game!
Regards,
- Glim
GlimMusic.com
Thanks for playing and leaving feedback, would love to check out your stream or VOD!
As a fellow music person, I’m glad that the sound hit for you. The direction is a bit more generic for this early alpha, but the next update has six new boss songs that really start to define the game’s creative direction.
I have about 20 playtesters on the next update and the build you played is pretty old at this point.
Would love to have you back if interested.
Feel free to reach out on discord (@beatbaes) or email (silver@beatbaes.com).
I’ve never played one of these top battler games, but this was a fun toy! Gaining and using momentum was engaging and I liked some of the character abilities (especially the ramming attacks). Showing character life by wobbling is nice and makes sense. And free for all mode was chaotic! Engaging game overall, even if I wouldn’t usually play this type lol
The text on the character selection screen was pretty hard to read on my tv, I’m not sure if there was a way to embiggen that?
Also does scroll wheel do anything? The camera controls were confounding, especially since I never needed to zoom while playing and it was one of the first things the tutorial made me do.
Thanks for playing and leaving feedback, cheers!
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
I had a lot of fun playing this! Trying out different parts and seeing how they changed each match was really enjoyable. The physics add a nice sense of chaos to the battles, and the short rounds keep the gameplay engaging. It would be cool to see more arenas and customization options in the future. Great job!
Glad you had fun, huge update coming soon including shaping part like Spore! Feel free to drop by if you want the latest: https://discord.gg/YYYtPY4Gsa
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
BEAT BABES YELLOW
Do I take this as a compliment ahah lmao
Cool game, the mechanics were surprisingly fun. I know you've just updated the tutorial, but I actually think you could just go straight into a simple match at the start and then add in the mechanics and tutorialise them when needed instead of having a bunch of dialogue at the start. The basic gameplay is pretty intuitive and it would be good to get people having fun asap and then addding in other stuff on top of that once they have the context for why it matters if that makes sense.
I also know alot of the art is placeholder and you're getting it commissioned which is great, but I would comment that the UI aesthetic is also pretty obviously AI generated so I would look into changing that up a bit too. I dont think it would be insanelly hard, you could just find a game UI asset pack and use that.
I don't have much more feedback outside of what others have said, but good luck with it!
Thanks for playing! You have such a cool game, by the way.
The idea of teaching mechanics in context is really useful, and I’m actively experimenting with how quickly I can get players into the first match. I’m on to my 2nd playtester round so we’ll see.
Also, could you tell me what specifically made the UI feel AI-generated to you? I’m a software engineer with a fair amount of frontend and design experience, and much of the UI was intentionally designed, so I’d genuinely like to understand which elements created that impression. Was it the typography, shapes, icons, colors, inconsistent styling, or something else? That would help me address the actual problem rather than replacing the whole UI with a generic asset pack.
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
Fun game! There’s a lot more skill involved than I first realized. Each character felt different than the other, that’s a great achievement given how simple the concept is, and it was really easy to pick up, but still deep enough to keep going.
Most of what I could suggest is related to UI: The tutorial is a bit odd to navigate given the dialogue boxes block some sections of the arena. Also, I would’ve loved to see the full skill descriptions while on career mode, right now I only saw them show up on character selection.
The gameplay is very solid, and I can’t think of something specific to suggest, other than seeing more content, which I guess is a good sign you’ve got something good going on.
Great job!
Thank you so much for playing! I’m really glad the characters already feel distinct and that you found more depth as you kept playing.
The next patch is a big one: a full HUD overhaul, equippable and unlockable parts, part shaping (think Spore), and expanded career progression are all coming next.
There’ll be plenty more to experiment with very soon!
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
This game was really fun! It felt very mechanically dense for such a simple gameplay loop - It kind of reminded me of smash bros in that regard; easy to pick up, but there's a lot more going on under the surface. I also think the theming is really on point. You seem to know your audience! I think one of the driving forces in my continued enjoyment of the game was getting to see the new challenger characters in the breakneck mode and getting to read their flavor text. It's a fun coat of paint to put on these mechanics.
I think *maybe* an interactive tutorial would be a nice inclusion? The game is pretty easy to pick up once you've played a bit, but I'll be honest, I found my eyes sort of glazing over when I was reading the how to play section. It's definitely easier to learn by playing than by reading. I do think the training mode is a really good addition, but I'd love a short tutorial introduction.
Truly the biggest thing that would prevent me from playing the game is the use of AI art, so knowing that you're in the process of replacing that is great to here. Good stuff!
I played it on stream around 36:30
Thank you, this is super helpful. The Smash comparison is especially interesting because that “easy to get moving, but with a lot going on underneath” feeling is very much what I’m aiming for.
Glad to hear the flavor and vibe landed!
And yeah, I just released a HUGE onboarding update this morning with an interactive tutorial!
Also, thank you for the timestamp. I’ll definitely check out the stream section around 36:30.
Really appreciate you giving the game a shot!
I’m looking to work with content creators at some point, you can add me on discord if that’s something you’re interested in @beatbaes :)
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
The concept is unique, and the presentation feels polished. The physics-based battles are satisfying, while the characters, UI, and sound give the game a strong identity. However, I often couldn’t tell whether my actions were effective. Sometimes I attacked an opponent but ended up losing more health than they did, and I wasn’t sure why. This makes the fights difficult to follow for a new player. Clearer feedback about damage, successful actions, and what causes the player to lose health would make the game much easier to understand.
Thanks for playing the game and providing feedback!
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
Actually enjoyed the game; the power-ups were a bit confusing, but other than that, a fun game :) Keep up the good work
Coming from Crownlands.
https://crownlands.itch.io/crownlands
Interesting game overall. For some reason it reminded me a little of Bakugan mixed with those robot fighting shows like BattleBots or Robot Wars. Not in a direct way, more just the general feeling and energy of it.
I also really liked the visual style. The way the buttons and interface elements react and move is especially nice and gives the game a lot of personality.
There are still a few rough edges here and there, but overall it was a fun and memorable experience.
Thanks for playing!
If you haven’t yet, please leave your feedback, it helps a ton!
https://forms.gle/hrA3t6et9t2jqkXp7
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
I do love the idea of a Beyblade game, and the gameplay was basically everything I imagined it to be so thats great. I am still not entirely sure if I understood most of anything about the Game, but I imagine it similar to a scenario of normal fighting games where any casual player would get immediately destroyed when playing online, atleast based on the amount of stuff that was on the Tutorial. Probably still not the best idea to have so much stuff right at the start though, it feels like a situation where you need a basic tutorial and an advance one separately, since I did basically start skipping over text when i realised how much of it there was.
I did figure out that Reina is probably the best character, since even without knowing anything I was actually able to beat the AI at hard difficulty in both the 1 vs 1, and free for all, so plenty satisfied with the progress made. Didn't actually do the Breakneck though seemed like it would take too long.
The Game does do mostly everything right, the one thing that did feel kinda off was how big the Menu Buttons got when they were hovered on but that's just a minor nitpick.
Thanks for playing! Really glad the actual Beyblade gameplay lived up to what you were hoping for. And yeah, I’m definitely hearing the tutorial is too much lol.
One thing I’m curious about: what made Breakneck look like it would take too long? Was it something on the menu/UI, or just the idea of doing a full run?
Also if you have 2 mins, I’d love to get your feedback in the form so I can keep it with the rest of my playtest data. If you already filled it out, thank you!
https://forms.gle/TgpNJp2bVzUuq8ea6
So about the Breakneck , it mostly came down the UI reminding me of something like the WWE Career mode option, but I did actually start with Breakneck only, issue was that I just lost to the first enemy twice, basically by going outside the Ring myself, mostly because the controls were new to me, and probably also because of the part where I skipped a lot of the Tutorial Text.
And after that I just went to the Brawl and that felt way more Streamlined to actually play the game, so did that only until I could beat the AI in hard. I did fill the form, so now do realise the part where Breakneck is supposed to be more of a Roguelite which does actually sound pretty fun at least compared to the Career path i was initially considering.
Hey! I’m working on a major BEAT BAES update and would love your feedback again.
You’ll probably notice this message is a copy-paste because I like to work efficiently, but I specifically picked you based on your previous feedback and want to see what you think of the changes.
The next build should be ready this weekend or early next week. Play as long as you want, then just fill out a feedback form. No recording required.
If you’re interested, message me on Discord with your itch name if it’s different: beatbaes
Just a heads-up that I played this on a MacBook Air using the trackpad, so please keep that in mind for some of the control feedback!
First of all, I really liked the sound design. Hearing both my character and the opponent actually having voices added a lot, and the background music was great too. It honestly made me realize how much I’ve been neglecting sound in my own game.
While playing, I kept thinking this could feel really good with an analog stick and some controller vibration feedback. I’m not sure if it was mainly because I was using a trackpad, but the whole spinning mechanic feels like something that could be especially satisfying with a gamepad. Is controller support / vibration already possible? I don’t have a controller with me right now, so unfortunately I couldn’t test that.
I also think there’s something really fun about applying the physical motion of rotating an analog stick directly to this kind of gameplay mechanic.
The waifu art style is definitely pretty niche. Personally I tend to prefer softer styles like Blue Archive, so it isn’t exactly my taste, but I can absolutely see it working well for people who are into this particular style.
Also, considering this is a web game, everything felt surprisingly responsive. Moving between screens was quick and immediate, and overall it feels very well optimized.
I’m still not very familiar with this type of game, so maybe I’m missing some of the deeper strategy, but after hitting the opponent a few times I actually won because they flew out of the arena. It seems like there are probably two main approaches: knocking the opponent out of bounds or reducing their HP directly. That distinction seems like it could create some interesting strategy once you understand the mechanics better.
Thanks for playing, this is valuable feedback. I come from a music/audio background so don’t kick yourself too much for neglecting sound. Most of the gaming industry does haha.
If you haven’t yet, please take a minute to leave feedback on the form: https://forms.gle/y5LfqVy5nVK7p9cx9
Btw, I would play your game again. Feel free to hmu anytime with updates :)
Hey! I’m working on a major BEAT BAES update and would love your feedback again.
You’ll probably notice this message is a copy-paste because I like to work efficiently, but I specifically picked you based on your previous feedback and want to see what you think of the changes.
The next build should be ready this weekend or early next week. Play as long as you want, then just fill out a feedback form. No recording required.
If you’re interested, message me on Discord with your itch name if it’s different: beatbaes
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
after a first pass on my phone, I am very impressed with the amount of detail in the mechanics and the art. This type of game i usually need a decent amount of time to get comfortable as i am slower to take up on quick twitch style games. I will make some time to play on my PC at home and provide more thorough feedback here as well as on the form. Thanks for your insight into my game. I will attempt to reciprocate to the best of my abilities.
You’re the second person to play on phone and phone support isn’t even officially announced or supported lmao!
Thanks for trying it, glad to hear it’s holding up on mobile. SUPER looking forward to your thoughts when you try again, thank you so much!
Came over to check this out because of the pretty well thought out feedback you left on my entry. And I have to preface with that because I must admit this really is not my kind of game at all: I find thirst traps really cringe, I generally dislike roguelites, and I've never owned a beyblade! Take some of this with a grain of salt, I didn't play a whole lot, this is my best attempt to explain why I bounced off the game on first impression.
I'll start with some stuff I liked. I am genuinely very impressed with your presentation. The game is very well put together, and your itch page is fantastic. Game feel is also pretty nice, lots of good effects and the impacts feel satisfying and strong.
I think I'm most struggling with the tutorial. For how incredibly remarkably simple the game actually is at it's core, you have soooo much text explaining every little detail. I don't need to read an essay about the different types of collisions, especially since there's some physical intuition behind it. I can figure that out as I go, you're depriving me of any possible "ah-ha" moments in gameplay where things click. And I don't understand why there were 10 panels of tutorial text for the Breakneck run when it seemed like the only thing I could do was click "enter fight".
And at the same time I felt some things were incredibly under-explained. I didn't understand any of the "Remix" choices I was presented with. What does "grind that you started stores force, and throws you both apart when it ends" even mean? It's phrased so unnaturally. Most roguelike choices I've seen in other games are way more digestible, broken down by passive or active benefit, and usually quite simple but impactful, the complexity comes from the cumulation of choices, not all at once. And the house rule I was shown reads "Placed control geometry is drawn for everyone and holds a little longer, so the encounter reads as a command structure rather than a surprise" those sure are some words. I don't know what any of that means. "placed control geometry"? "command structure"? I saw little rings appear on the field, but nothing seemed to indicate what they did.
I'm of two minds about the actual gameplay. On one hand I do think it's kinda fun to control and play around with the abilities and the influence, watching the tops spin about, thinking about positioning and momentum. But on the other hand it feels like I'm barely doing anything at all, like things are just kinda flying around and happening and I'm not really in control, I'm just kinda mildly influencing things. I mean it's not like a traditional fighter where you have attacks, every time you are clinking with your opponent they are clinking with you too. It just felt like a game where I clicked some buttons for visual dopamine. And the abilities were difficult to wrap my head around, like yeah of course I'll press the do more damage button. Do we need 3? Is the random clinking of spinning tops strategically demanding enough to warrant having 3 different special moves that all just make you hit harder? I know it's more nuanced than that in reality, I'm trying to learn on the fly here and when I click the button and there's no immediately obvious effect, it just kinda feels flacid.
One more minor nitpick. There's a lot of information on the top bar during combat, stuff like HP and ult charge is probably up there somewhere... but I can't take my eyes off the battle arena to even look at it, there's not enough down time for that. Showing really critical stuff on the arena, maybe on the baes themselves would be a pretty big improvement to game state readability.
Anyways that's all I got, good luck!
Thanks a lot for taking the time to write all this out, especially when you already knew this probably wasn’t your kind of game. This is super useful.
Two things I’d really like to understand better:
If you’ve got another 2 mins, I’d really appreciate you dropping this into the feedback form too so I can keep it with the rest of the playtest data. If you already did, thank you!
https://forms.gle/TgpNJp2bVzUuq8ea6
EDIT:
If anything, it’d be most helpful to know what characters you played. Right now, there are two characters in particular that are being almost completely overhauled. This is a very hard game to balance already 😅
Sure, no problem!
1. The Controls page on "How To Play", plus the explanation of heartbreak and ring-out is probably sufficient to get started. Maybe emphasize whichever win condition is what you should be trying to achieve, just to give some direction to gameplay. Keep it simple. "Here is what you are trying to achieve, and these are the buttons you can press to get it done"
2. I played Ash, got a couple matches into a Breakneck run, but didn't finish it. I understood the LMB button, that one was straightforward and satisfying. I saw there was some strategic value for using it to force opponents off the ring (I think I did this once), but in neutral it felt underwhelming, like I bump into them real hard but it felt like little was accomplished.. Had no idea what RMB or MMB were doing, and didn't see a place to double check mid run. MMB felt like it was just "hit harder while active" which wasn't terribly inspiring. RMB... yeah... reading the description now I would have never figured that out, and honestly I have no idea when that would even be useful.
Oh dw, I filled out the form. (speaking of, I'd appreciate it if you could return the favor for our game if you didn't already, it's normally linked at the end of the game so it's kinda missable)
Regarding characters, if you have one that's intended to be easy to pick up and play, you should really emphasize that. I just picked the first character in the lineup without reading, I didn't see how I could make an informed decision before seeing gameplay so I just picked arbitrarily. I can't comprehend what an ability does in context before I've seen the combat. Honestly maybe lock all the characters except one until they've been beaten them in Breakneck, or some other condition. Risk of Rain 2 for example only starts you with the 2 most straightforward characters out of the possible 20ish to not overwhelm with complexity. If I were redesigning the gameplay loop, I'd consider removing all or almost all the abilities from the characters entirely, and just have those distributed as roguelike perks. Put all that together and you can truly make it "learn as you go."
Hey! I’m working on a major BEAT BAES update and would love your feedback again.
You’ll probably notice this message is a copy-paste because I like to work efficiently, but I specifically picked you based on your previous feedback and want to see what you think of the changes.
The next build should be ready this weekend or early next week. Play as long as you want, then just fill out a feedback form. No recording required.
If you’re interested, message me on Discord with your itch name if it’s different: beatbaes
thanks a lot for your feedback , I checked it out for a bit playing on mobile. I like the cohesive style the characters and art work together. It was a bit laggy on but this could’ve been on my side, I imagine it plays a lot better on the PC. One thing I would comment on is the default borders I would create custom art for them unless this is a intentional design choice. Fun game.
Hi thanks for playing! This game is not for mobile yet, so I’m impressed you got anywhere with it lol. Can you tell me what the default borders you’re speaking about are?
If you’ve got another 2 mins, I’d really appreciate you dropping your thoughts in the feedback form too. If you already did, thank you!
https://forms.gle/TgpNJp2bVzUuq8ea6
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
When I first started playing, there was a lot of UI and skill information shown all at once, so it took me some time to understand what I should focus on first. However, the game has a very unique concept, and once I got used to it, it became really fun.
Thanks for playing! Glad it started clicking once you got into it. The amount of stuff thrown at you early is definitely something I’m trying to figure out.
If you could pick one thing, what UI or skill info would you have wanted me to hide or save for later?
Also please take 2 mins to fill out my feedback form if you haven’t already. If you did, thank you so much!
https://forms.gle/TgpNJp2bVzUuq8ea6
The visuals and UI are really cool. I especially liked the dark background combined with the different accent colors for each character.
However, when I first started playing, I had trouble understanding what I was controlling, how to control it, and what the objective was. Even in Bootcamp, there was initially no opponent, so I tried the controls shown on screen but wasn't sure what I was supposed to be doing.
After adding a dummy and experimenting with the abilities, I gradually understood that the game is about battling other spinning tops. I think a short step-by-step tutorial showing what you control, how basic movement works, and what you're trying to do against an opponent would make the game much easier to get into.
I also had some difficulty reading the shape of the arena. It seemed to be bowl-shaped, but the slope and differences in height weren't very clear to me. Making the terrain shape a little easier to read might also make it easier to understand where and how to knock opponents around.
Once I understood the concept, I liked the idea of battling with different character abilities. The presentation, especially the UI colors and effects, looks great.
Thanks for giving it a play!
There are actually camera controls, but I might have forgotten to update them in the last build.
Tutorial is coming soon as well!
If you have a minute, please leave feedback on the form it helps A LOT!
https://forms.gle/hrA3t6et9t2jqkXp7
Thanks for the reply! I filled out the feedback form as well.
I enjoyed the game once I understood how everything worked, so I'm looking forward to seeing how it develops!
By the way, I also submitted a small browser game called "Falling Speed & Last-Second Stop" to Feedback Quest 9. If you have some time, I'd love to hear what you think of it too. It's designed specifically for smartphones, so if you do try it, I'd really appreciate it if you could play it on your phone.
If you have time, I'd also really appreciate a rating on Feedback Quest.
https://taro8factory.itch.io/rakka-sokudo-sundome
Thank you and OF COURSE. I will check out your game today :)
Hey! I’m working on a major BEAT BAES update and would love your feedback again.
You’ll probably notice this message is a copy-paste because I like to work efficiently, but I specifically picked you based on your previous feedback and want to see what you think of the changes.
The next build should be ready this weekend or early next week. Play as long as you want, then just fill out a feedback form. No recording required.
If you’re interested, message me on Discord with your itch name if it’s different: beatbaes
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY
Suggestions:
Fair criticism.
If the game was running at one frame per second, then it was genuinely a Barely Playable game. I’m grateful you were the first person to confirm that my one-person studio can truly live up to its name 😏
I’m a professional software engineer building this, but credentials do not change the experience you had. This sprint focused heavily on design and presentation, and performance clearly needs attention.
Admittedly, I’ve tested the game across several physical and virtual machines, and roughly three dozen people have played it so far. I also spent several hours testing PvP yesterday. We encountered rubber-banding and other network jank, but the moves and impacts remained legible for players on both ends. I’ve heard plenty about the general jank, but this is the first report of performance anywhere near one frame per second.
If you can share your browser, OS, hardware, and whether hardware acceleration was enabled, I would genuinely appreciate it. Your experience is clearly real, even if I have not reproduced it yet.
The current AI artwork is placeholder material, and I’m already commissioning human artists to develop the final character art and visual identity. I understand your objection to it, so I’m not going to debate you into liking it. It is what it is until it isn’t.
As for the code, I make the architectural and design decisions and have spent well into the triple digits of hours reviewing and refactoring tens of thousands of lines, separate from the rest of development. AI assists with implementation, but this remains a human-directed project for which I am responsible. If a bad decision caused this performance issue, then that’s on me.
I suspect some of the jank comes from functionally building my own game engine out of Phaser, Three.js, and wet dreams. Starting the game in 2D and later converting it to full 3D probably did not help either 😅
I’m not going to replace code solely because AI helped produce it. I’ll replace or refactor anything that fails to perform, behave correctly, or remain maintainable. Based on your experience, something clearly failed that standard, and I genuinely want to find it.
And yes, my background also includes marketing and creative production. Thankfully the vibes survived even when the framerate didn’t.
Anyway, I’ll keep the thirst and work on the jank. Thanks for giving the core idea a real chance and for taking the time to write such detailed feedback.
Here's a random grab-bag of system stats. Let me know if you need anything specific (redacted for relevance):
Web Browser Firefox
Maybe more like 5-10 fps, but in the video I recorded, it drops to 1FPS once three tops start hitting each other.
It literally looks like the animated gif in the top left corner of this page.😅
It's really interesting that you chose to make your own game engine from scratch. That's literally the hardest thing to do in Game Development, and it usually results in years of wasted effort and developer regrets. One thing you gain from using an established engine like Unity or Unreal or Godot is hardened battle-tested reliability. If someone's using a 4 year old laptop with obscure generic parts from china and out-of-date drivers, that use case has already been encountered hundreds of times by the thousands and thousands of developers using the engine, and is usually long-since patched before you've even picked up the engine.
Now, you can spend hundreds of hours squinting at bad code and pressing the re-roll button until the RNG gods smile upon you and the markov chains manage to guess an answer that looks close enough to what you asked for that AI-bros with high-end systems won't complain too badly about it. Or, you can spend 5 minutes per decision squinting at the engine documentation, make all of the actual decisions yourself, not just the architectural ones, and, most crucially, pivot on a dime when something goes wrong, without completely regenerating everything from scratch and thus losing any institutional knowledge you'd managed to build up about how your own game works.
The downside is that you have to actually think about what to do, and then do it. Every step of the way.
The upside is the 90% of gamers who stay far, far away from anything with the "AI-assisted" tag will not only click on your game, but it might actually just work out-of-the-box on their equally-jank, barely playable devices. When it doesn't, you'll be able to talk to a person in the community or on the engine development team who knows the engine better than you, learn from them, and gradually improve your craft.
I'm sure the sunk cost is probably too great on your end for what I just wrote to change your mind, but I hope you'll think about it for your next project. Whether you were a traditional developer before you picked up AI, or you've been vibe-coding ever since you picked up your first computer, it's worth doing it yourself.
That said, I honestly don't know how I'd go about programming this. Who knows? Maybe this is one of those rare edge-cases where AI is actually the right tool for the job. Maybe there's a big database of Beyblade Math somewhere, and that was the only possible way you could have gotten the arena slope to feel just right to kids who grew up playing BeyBlade, or something. Now, most games fake their physics instead of actually calculating them. But maybe your game uses real physics under-the-hood. Maybe there's a good reason for that. I don't know. If that's the case, I'd love to hear about it. There's a part of me that's rooting for you, even though you're on the other side of the AI debate. I'm not sure why.
Thank you. This is exactly the kind of system information I needed, especially knowing that the major drop happens when three BAEs collide. If you’re able to share the recording, that would also be useful, but no pressure.
To clarify one point, I’m not literally building an engine entirely from scratch. The game is built on Phaser and Three.js, with custom systems connecting rendering, physics, combat, and the rest of the game. It is still an unconventional stack with plenty of opportunities for me to hurt myself, as demonstrated here.
The broader goal is to combine real physics-driven interactions with an arcade feel. One of the major roadmap features is the ability to shape and sculpt individual BAE parts, somewhat like Spore. Those shapes are intended to affect how the BAE handles, collides, distributes its mass, and behaves in the arena, so the physics become part of the actual build strategy rather than visual decoration.
I have seriously considered using a conventional game engine, and I may still rebuild the game in Godot once the design has earned that investment. Right now, I’m approaching this as product development as much as traditional game development. My priority is to validate the core idea, test its variables with real players, and iterate on feedback as quickly and cheaply as possible.
If the concept proves itself, I can approach a Godot rebuild with the combat rules, game feel, progression, content structure, and technical requirements already understood. That would still be a significant rebuild, not a simple port, but it would be a much more informed one than committing to production architecture before knowing whether the game deserves it.
Thanks again for the detailed follow-up and for giving the game a fair chance!
SICK. Found it. Looks like this is an issue with Firefox!
That's fantastic news! :D I look forward to the patch. I'll play the existing build later on Chrome or Edge or something and let you know the difference.
I'll be honest, I hadn't looked up what Phaser and Three.js actually were when I wrote my last comment. I haven't done a lot of web frontend development to be familiar with them. I just assumed they were part of the AI stuff. I suppose if you were desperate, you could try hand-optimizing the html5 output? I have a feeling you'll figure out something more elegant, though. You sound like you know your tools.
Out of curiosity, how long did it take you to get this from concept to where it is right now, using AI?
Physics-based gameplay is almost always a bad idea... but I say that with a caveat.
Many video games have "physics engines," like Bullet and Havok, for example. And Box3D is apparently poised to optimize that whole concept pretty soon. But historically, what I've seen is a lot of "dev trying to make a simulation, the simulation falls apart when people actually play the game, so they start fudging the numbers." Increasing the mass of cardboard boxes or whatever, until the thing looks like it behaves realistically.
The caveat is, people who grey up playing Beyblade probably know how all those fins and grooves would interact, realistically. Maybe not all of them. But if they see a familiar match-up, they'll have a gut feeling about how it will go down. That could be your game's secret sauce, if done right. That could be its killer app.
Then again, if the player can steer their top into a collision, but they can't keep track of the rotating blades or adjust the tilt of their top, there's no practical way for players to leverage that knowledge. The gameplay becomes vibe checks all the way down. That's the point where it starts making more and more sense to fake it.
But what really gives me pause is the idea of adding all-new parts that never existed or can't exist in the real world. I think you'll find that most physical shapes could have been manufactured out of plastic and chrome in the 1990s if corporations had really wanted to do it. What stopped them from putting a big hammer on one side of the top, or a bunch of forked blades sticking out in all directions?
Well, physics.
The physical laws that you're trying to capture and bottle also constrained the viability of the actual physical beyblade designs IRL. To put it another way, the more heavily you lean into the arcade gameplay, the less sense the physics simulation is going to make, and the more you'll need to override the physics with pre-programmed or at least heavily constrained responses.
Suppose a top fires a missile at another top. How big are these things? What are they made of? Does the explosion send one of the tops rocketing off-screen in less than 1/60th of a second because it weighs as much as a plastic toy? Or do you increase the top's mass to compensate? Or just use a much weaker explosion? I feel like, at some point, intuitively, they're either going to feel like toys on a toy arena instead of giant steel death machines, or else they're going to feel less like Beyblade for the fans.
There are ways to solve this, but they all involve classic game dev smoke-and-mirrors. Juice, sound effects, screen shake, particles, all that good stuff. They're case-by-case, extremely contextual, and hard to describe. The sorts of things that AI can sometimes do with surprising fidelity... until it suddenly doesn't, and it glitches out in some ridiculous way that a human faking the simulation never would.
It might be that I'm still over-estimating how heavily you rely on AI. Let me know if I'm out of line. I don't feel like most of the code I've written over the last 6 months has been boilerplate. I feel like most of that stuff is already taken care of by the engine, to a very reasonable extent, and most of what's left to the developer is game-specific choices. (Then again, I've been using gdscript as a mostly functional language and only relying on signals to interact with UI elements, so it's possible I've either dodged some godot engine boilerplate, or else created some for myself, depending on how you look at it.)
You’re not out of line. You’ve actually landed pretty close to how I’m approaching it.
It’s difficult to give the project a clean start date. The concept and systems have evolved through ideas and experiments over a much longer period, while AI has accelerated the recent implementation and iteration. The game still draws on over a decade of accumulated experience across software, design, music, and creative production.
My workflow is essentially rapid hypothesis testing. If I have five possible approaches to a mechanic, I can define them, use AI to help implement bounded experiments, evaluate the results with automated checks and instrumentation (spent a week on building a CICD pipeline and it sucks but it works), then personally playtest each version. I keep, combine, refactor, or discard them based on what actually feels good. AI shortens the distance between an idea and a playable answer, but it does not decide what is fun.
I’d describe the game as physics-based, not physics-pure. Physics creates the interactions, but gameplay remains in charge. If realistic behavior is unreadable, uncontrollable, or boring, I’ll constrain it, exaggerate it, or fake it. I’m building a game, not submitting a spinning-mech dissertation lmao. The future part-shaping system is where this gets especially interesting. Players will be able to sculpt parts somewhat like Spore, with shape influencing mass distribution, balance, contact geometry, handling, and collisions. That should create builds with actual physical consequences rather than slightly different stat cards. Or at least make spinning phallic objects at some point.
It will be difficult to tune perfectly, but the theme gives me permission to embrace some instability. This probably won’t become the world’s most clinically balanced esport. It’s for people who want to build something questionable and watch spinning mechs collide into absolute ragdoll insanity. The simulation creates the surprises, then juiced up feedback and carefully fudged impulses make them feel good.
I’ll be releasing a hotfix for Firefox based on your report but it’ll take time. Today is dedicated to collaborating with the artists, playing other developers’ games, and catching up on real life work (boo fucking hoo, but it pays the bills and funds this project), so the deeper performance investigation may have to wait a little bit :(
BTW: adding your game to my list to try out this week, looking forward to giving it a go!
A few of the early sketches from artist testing :)
Hey! I’m working on a major BEAT BAES update and would love your feedback again.
You’ll probably notice this message is a copy-paste because I like to work efficiently, but I specifically picked you based on your previous feedback and want to see what you think of the changes.
The next build should be ready this weekend or early next week. Play as long as you want, then just fill out a feedback form. No recording required.
If you’re interested, message me on Discord with your itch name if it’s different: beatbaes
FUN-tastic Game!
Visuals are just awesome. I wish I could have anything like this in my own game. Who made it? How much cost?
UI has the only one but huge weak point: very low font size and too many UI elements on the screen at the same place. Feels too "busy", overloaded. Therefore, it does not feel comfortable to read all tutorials, descriptions and stuff.
Audio fits perfectly fine.
Passed through the arcade mode. After the victory in the final match, the ending/result screen popped up immediately, suddenly and unexpectedly. Just BOOM! and You Have Won!
I have lost once and did not understand what happened.
Go Go Power Rangers!
Thanks for playing! And noted on the UI, I am working on it.
Pls leave feedback on the form, it’ll only take a minute and it’s super helpful:
https://forms.gle/hrA3t6et9t2jqkXp7
Hey! Just dropped a big update with mech customization, progression, and more. We’re also doing a PvP tournament soon with $50–$100 in prizes 👀 Join the Discord if you want in: https://discord.gg/apswVutuDY