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Voted, favorably, yesterday already, but noticed I haven't posted a comment so... I like it, got to 7th level. It's quite addictive ;) . Animations of assembling and disassembling ala teleport in Star Trek are cool. As well as the sounds , especially the thud sound of the wall bounce is almost haptic and it really feels like hitting a wall or something.
thank you very much. i needed these words. i was working on it two weeks full time. everything is coded, no graphics, animations, sounds, all in runtime.
Fun to play. Liked the retro feel, particularly the level fade out. I was trying to work out if a bigger drop (caused by bouncing off a pink block) caused a bigger explosion.
it does yes. basically higher speed gives bigger blast. so pink bouncers improves it, especially when you bounce from other elements one after another. higher height of fall also means higher speed so bigger explosion. and blast radius grows on every level too...
Bombs setting each other off in a chain fits the theme perfectly, and I really enjoyed that. That said, depending on the starting layout, some runs felt a bit unfair, so it reminded me more of a coin pusher game, where a lot comes down to luck. The stages are nice and short, and I could tell you put a lot of care into the clear animations.
yes! i still hunt down those moments where it is impossible to pass and when randomness is changing difficulty range too much instead of just adding variety.
there was no time for animations at this time. system was most important. thank you. that is next step for sure.
Thanks for the reply. Good luck tuning the randomness. Also, I think my wording was a bit confusing. I actually meant it as a compliment: the animation that plays when you clear a stage was really nice! That little bit of flair made every clear feel satisfying.
compliment well taken! but also motivational feedback was right in place. that is what i should do anyway :D
Congratulations on your submission! Your game has a really great concept. I like the movement; it is really fluid,
And the tile destruction is really satisfying
Thank you! i think there is a lot of work to put in! but depends what will happen next
Super cool concept! I always love seeing games inspired by Downwell, but with their own unique spin. ❤️
I'm not totally sure how it fits the jam theme, but maybe the "chain reaction" part kicks in after level 8. That's my record so far after 3 runs.
As I understand it, the game uses procedural level generation. That definitely adds replayability, but at the same time, the first 5 or 6 levels felt pretty much identical to me. I was actually about to drop the game right when I picked up an upgrade! Those definitely need to show up earlier.
If you add more visual variety so levels don't feel so repetitive, this could be a really amazing game! Also, just be careful with the procedural generation. On my last run, the red pixels were almost completely covering the white exit.
ah thank you for the time to play and think about Bomba Shock! precious feedback.
Actually i never played Downwell, I should!
Chain reaction comes from detonating those little yellow bombs, they explode together. it happens from level 0.
yes game needs more time in development. About balance I wasn't sure actually, was it difficult or easy to pick up and understand? The real pressure begins on level 11th, so maybe I should rework this. work in progress for sure haha.
Which bonus upgrade made you stay longer?
yes if you stay too long in the level without going down, killers grow and there is no other way but kill yourself. ahh
Yeah, the gameplay is really intuitive. Though the first time around, I wasn't totally sure the exit was actually an exit. I just hit a dead end, accidentally bumped into the central node, and realized it could be destroyed. I think a slight pulsing effect around it would make that much clearer.
I picked up an upgrade that gives you a shield against one hit from an enemy, and that was honestly a WOW moment. I didn't see a single upgrade for the first 5 or 6 levels, so I was not expecting to find one that far in at all.
The mechanic where enemies grow over time seems cool, but I think it should probably be capped near the exit. It felt pretty unfair when I reached level 8 and the game gave me zero chance to keep going. 😄
Super cool concept! I haven't seen anything like this before.
Wow, it feels like the game landed for you well.
yes thsoe early levels need to be reworked for the purpose of replaying them when you die, that is when it gets boring, not on first run i guess.
there were so many versions of progression and finding where something isnt working because of growth speed and amount of those kilelrs and its placement, that i still have to find those moments where somethign just cannot be win. so thank you a lot for finding this. i fixed already, but of course cannot udpate the game loaded on jam, haha.
I didn't want to give too much early, i am sure you are an advanced player, so i want this game to be more enjoyable for beginners, just need to make it more interesting as experience, more visual enhancement i think or soft things that grab attention on those levels. So yes, the shield later was a design decision. but also implementing more objects at this stage of development would destroy balancing and progression, and would cost me more time in development... so i could not afford it atm.
i will make the teleport pulsing :D on your request!
probably you didnt get the colorful destruction node yet!