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A jam submission

Wizz's Bounce FiascoView game page

Submitted by Michael Carstairs — 7 days, 18 hours before the deadline
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Wizz's Bounce Fiasco's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness#543.0003.000
Aesthetics#643.0003.000
Scope#882.5002.500
Roguelikeness#1132.5002.500
Overall#1212.5002.500
Innovation#1292.0002.000
Fun#1362.0002.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • This one is a decent enough little game for a jam. Its submission to 7DRL is maybe questionable - it's a puzzle game with procedurally generated levels rather anything remotely roguelike. That aside, it's not bad for what it is. The aesthetic works pretty well for the most part, which the blobs you're trying to catch being very distinct, the mines being very easy to recognise, and overall a pleasant retro chunky look which brought to mind, for some reason, the Atari Jaguar. My main criticisms are usability related. Although the control is simple and works well, the camera is a real pain. You can only see one row behind you (towards the camera) but a long way in the opposite direction, which means that the best way to spot blobs is to keep trekking back towards the camera to try and see as much of the level as possible. Keeping the camera so close to your character also has the effect of making it really, really easy to accidentally walk into a mine that's on the camera side of you. Most of my deaths came from that. Having the camera more zoomed out to show maybe 3 or 4 rows behind would solve a lot of that. There were a couple of blips in the procedural generation - areas being walled off by mines, and the blobs within not leaving that area, forcing me to step on a mine to get access to them. It didn't happen that often though. I also ran into a recurring bug where a blob would decide to just stay in one space, and no amount of dropping the cage on it would catch it. I had to restart a few times because of that. Still, some bugs are to be expected in a jam game and neither of these occurs so often to make the game unplayable. They're noticeable but not completely game-ruining. My other suggestion is more of an aesthetic one. Though I like the overall look, the almost continuous blue flashing gave me a headache after 15-20 minutes, and the endless squawking of the blobs becomes grating really quickly. I understand the functional purpose of both - to indicate when the blobs are moving - but they become an aggravation pretty quickly. Again, though, that's not a big gripe, just a suggestion to tone down those things a bit. As a whole, the game is a pleasant enough diversion for a little while, and it generally well made. Aside from not being remotely a roguelike, it's a decent entry.
  • I think the game's scope is a bit too limited. While the levels get bigger and more complicated, they don't present an exciting challenge to keep playing for a long time. One issue is probably that there is essentially no penalty for making suboptimal moves - as long as the player doesn't cross the bombs, they can run around forever. The game is fun for several minutes, trapping bouncers is cool, but I couldn't see it as a fun _challenge_.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yep :)

Is your game a roguelike or a roguelite? (If not, please don't submit your game)
Yep

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Comments

Submitted(+1)

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