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A jam submission

BuggyBotView game page

Survivorlike bullet hell where you become your own biggest enemy. Made for the Brackeys Game Jam 2025
Submitted by Umbrason, Jassi Buum, Jay, Werghoul, Jelmerrr, SquashyHeemo — 18 minutes, 46 seconds before the deadline
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BuggyBot's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#114.6524.652
Audio#1003.7833.783
Overall#2753.5433.543
Innovation#5123.2613.261
Enjoyment#5363.3913.391
Gameplay#6123.1303.130
Theme#7463.0433.043

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
*perfectly* - Nothing went wrong during teh development of this game or while writing of this text.
The player picks up upgrades which make them stronger but they can also backfire due to friendly fire and hurt them instead.

What code and assets did you not make from scratch during the jam (if any)?
We used some of Umbrason's github packages. Our Foley Artists also "stole" some CC0 samples as a starting point for our SFX.
We also used a PC, Energy and an Operating system.
We also shamelessly used a game engine as well as an IDE to write the game's code in.
We did however not make use of any sleep during the last 24 hours.

How many people worked on the game?
6

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Comments

Submitted

Loved the visuals! Controls are a bit difficult but this is so impressive for 7 days

Submitted

Great Game! The art style is amazing. The controls were a bit hard to understand, but I eventually figured it out. The music and sounds are very good. I had a lot of fun playing this game.

Developer

Thank you, it means a lot to us :)

Submitted(+1)

Wow this game is extremely cool! The art style is phenomenal, the sound effects are fun too, and the gameplay really makes you want to try over and over again. Really great entry!

Developer (1 edit)

Thank you so much, it means a lot to us :)

Submitted(+1)

Ambitious and polished.  Used mouse controls. Could not figure out how to hit bugs from a distance; eventually, just tried to blast them faster than they killed me and stayed alive for a bit of fun. 

Developer

Thank you very much for the review, it means a lot to us :)

Submitted(+2)

Huge work. A player controller a little bit difficult, especially for me, though visual, music and my will to find another power up make this issue small. Good luck on the jam. 

Developer

The last upload Is the Version with Twin stick. its way more fun to control so check it out ^^ (in the not browser version u can also see more of the assets !! :3)

Submitted(+1)

Beautiful and well-done game, (though isn't it cheating to use a pre-made IDE for the game?  Otherwise why did I spend 4 days making my own text-editor for the jam?)

Developer(+1)

I was worried that someone would call us out on this D: next time I’ll take a strong magnet to the disk drive and flip each bit myself!

Submitted

You leaned into the theme of unified controls for the jam, as far as i read. Maybe you could have gone for more upgrades that enhance the "face on" playstyle to support this? Beside this, i realy love the artstyle, its gorgeous! From the clean characterdesign till the glowing interfaces. You picked an awesome color pallet and found a theme fitting artstyle - well done! 5 points for visuals here ;)

Developer(+1)

Thank you ❤️ I'm also happy with how it turned out. I was absolutely panicking after day 4 because I couldn't find a second artist, but in the end, I'm happy I did it all by myself 🙌

Developer(+1)

Yeah we are also a bit sad that we did not have time to implement more ‘unique’ upgrades like the explosive bullets. We were struggling against time a bit since we fell behind our development schedule early on by a day or two and I think this game would heavily benefit from more (silly) variation in the upgrade department. Glad you liked the visuals tho :)

Submitted (1 edit) (+2)

I'd love to have insight into why you chose to go with unified move and shoot initially. This seems like such an obvious twin-stick game. (Which you've come to realize after the jam, but it's still interesting to see how decisions get made.) I imagine you had reasons why you initially wanted unified controls.

Developer(+1)

Hi, first of all thanks for trying out our game! I’d love to shed some light onto the unified control decision. First of all we did not have enough time for playtesting in our development as we fell behind our original schedule by a day or two. I think if we had done playtesting earlier into the jam we would’ve caught this sooner and done the twinstick movement in the original upload as well. Now as to why we even chose the unified controls in the first place: We think that unifying the movement direction and the shooting direction has a couple of upsides:

  • it plays into the theme as it increases the likelihood of one of your bullets ricocheting towards you. In just the “Twinstick” version, not the “Rebalanced” version where the map is significantly shrunk down, this is less likely to happen, as the obstacles are quite far apart and you can always just aim away from your target and the bullets will despawn before they ever come near you again.
  • It simplifies the control scheme so it works on mobile devices without any additional dev time, which is sometimes nice to have to show people quickly.

That said I think the downsides far outweigh the positives. Due to the unified control scheme the skill floor for just picking up the game is increased a lot, since you not only have to move away from enemies and shoot at them, but you have to time those two actions based on the firerate to not get caught while also dealing damage. While this can be fun in a more rythm-focused game, we just did not put any work into fleshing this out so to the player this is not a fun mechanic to learn and engage with but just an annoyance to overcome to get to interact with the actual game. Ultimately I think that our genre choice of a survivorlike where the enjoyment comes from getting stronger over time clashes with our interpretation of the theme, being that the game gets a lot harder as time goes on.

so yeah tl;dr: We sadly didn’t have time for playtesting early enough or we probably would have arrived at something similar to the “Rebalanced” version before the deadline and I think we tried to force the theme a bit too much, sacrificing fun and good design to strengthen our interpretation of the theme.

Hope this shed some light onto our thought process :)

Submitted(+2)

Fantastic

Developer

Thank you.

Submitted

Nice game, pretty hard to get the hang of it. But then you'll do your best hit&run !
Bigger bullets + bounce + bullet rate = makes a pretty strong combo, but very chaotic x)

Submitted

Loved the artstyle! I found it to be a bit hard to control, I would have preferred to have separate controls for moving and pointing, so that it was possible to shoot while running away. 

Developer(+1)

oh there is one ... in the downloads .. its the twin stick version (wasd run / mouse shoot ) 

Submitted(+1)

Oh, I see, I didn't realize there were more versions.

Submitted

Nicely done! We had pretty similar ideas. Very polished art!

Submitted

The art is insanly good and polished. The sound as well. However the gameplay does not do that justice. It has a lot of potential! 

Developer

Hey, you might want to check out the “Rebalanced” version if you enjoyed the presentation but didn’t vibe with the gameplay. We’ve tried to give it a more pleasurable early-game experience and I’d love to hear if your opinion on the gameplay changes with that version.

Submitted

Wow, it was fun!!!

Submitted (1 edit)

GOOD game idea! REALLY smart. Felt a  bit lacking in the gameplay but to be fair I kinda sucked! Feel like this could be expanded on in really interesting ways! Please review my game if you can find the time!

Developer (1 edit) (+1)

Hey! thanks for the feedback. we are still setting up the page right now and hope to explain a couple of the core mechanics better. Have you managed to pick up an Upgrade yet?

Submitted

not yet!