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A jam submission

Biscuit QuestView game page

Bullet-Hell Metroidvania typa game with coolass wizard guy
Submitted by REDO — 2 hours, 45 minutes before the deadline
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Biscuit Quest's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#64.2614.261
Overall#1313.7753.775
Theme#1493.8703.870
Gameplay#1683.6963.696
Enjoyment#3013.6963.696
Innovation#3923.3483.348
Visuals#4673.7833.783

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?
You collect biscuits thoughout the game.
Its truly insane, but theres risk involved in getting the biscuits.

What code and assets did you not make from scratch during the jam (if any)?
Everything is made from scratch.

How many people worked on the game?
2

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Comments

Submitted

I had a great time playing! Including the main menu in the gameplay was really interesting!

Developer(+1)

Thank you!! I thought the menu was a really fun idea. I was trying to take insperation from NES intros like Contra and Megaman.

Submitted

Wonderful wizard, both va and personality were really well put together. It was really entertaining to listen to him. As everyone else said, it was very difficult. During map changes some moving obstacles are really close to spawn point, making it feel unfair. Powered thourough till green zone but  couldnt continue after:Music was wonderful especially variations by room changes. Controls were hard to get used to but once i did moving around was more fun. Some suggestions:
Death counter would be really good addition since u are dying from start to finish all the time.
Also out of the map seems a little empty. it might be a good idea to add some dithering to differentiate.
Good Work!

Developer

Thank you! I gave my whole soul into the performance! I actually broke the moving obstacles halfway through development which was why the circling orbs are the way they are. Right now i'm working on a full version of the game with hopefully some better artwork. I think a death counter could be a great idea! It would be best to have it in the menu or somehow integrate it with gameplay/plot.

Submitted

my god its so fun and like i loved the wizard!!! i ate shit so many times becos it was so hard and like precise movement based omg ahahaha loved the entire vibe tho and its so fun just wish it was a lil easier maybe not that much velocity

Developer

I'm happy you enjoyed it so much!! I'm working on a full version right now that will suck less XD

Submitted

This game is really good! Really, really hard (or maybe I'm just really bad, ha), but also really good. I was only able to make it to the first green biscuit room, where I was eventually forced to accept defeat, but the game is so tight that it got me to stick around through some much tougher gameplay than I'd normally be used to, so I think that speaks to how satisfying everything feels and how good it feels to succeed. Some notes:

- I love the title screen, and how it's connected to the game itself! Love it when games do that. That being said, it took me a bit to figure out how to actually start the game - perhaps a faint control scheme fading in if the player doesn't get it after a few seconds might be helpful.

- The visuals are excellent, simple but so clean that I could eat off of them, PERFECT for the aesthetic you're going for and very pleasing, albeit maybe a touch harsh to look at for long periods of time due to the high contrast.

- The control scheme is interesting and the main character feels responsive to control, albeit maybe a bit TOO responsive -having to constantly tap in a rhythm just to go in a straight line hurts the wrist after a while, and with how hard this game gets, a difference of milliseconds can screw you over. The obstacles do a really good job of forcing you to keep moving, though, keeping the pace fast and forcing the player to think on their feet and take advantage of momentum.

- Speaking of, the level design - in all honesty, a lot of this is probably just a skill issue, but you mentioned you might have overtuned the difficulty, and I'd personally be inclined to agree. I had to give up on the first green biscuit room after about half an hour of attempts. Which was really frustrating, because your level design skills are, in general, REALLY GOOD! You introduce mechanics well, you build on challenges well, you make things tough but not completely absurd (in theory) - I especially like the screens in the magenta region where you have the option to go through the moving obstacles or put your rhythm skills to the test and try to squeeze through a smaller gap and avoid the obstacle. That said, the rooms get way too tough way too fast, in my opinion - so many rooms have gaps that are nearly impossible to squeeze through, some have multiple in a row, and with how difficult the main character is to control in a consistent manner, this made things very frustrating at times. That being said, I basically never felt like a death wasn't my fault - the controls are all skill-based - it's more that the game was asking so much of me at every turn that a complete mastery of the movement by the start of the green area felt like a necessity, and I just don't have the timing skills to achieve that. I can think of a few ways to alleviate this, if you do want to make the game a bit more accessible without dismantling the great levels you've crafted - the most obvious, I think, would be to shrink the player's hitbox by about a pixel on each side, or moving the walls just a bit further out literally everywhere, just to give a bit more leniency when trying to squeeze though gaps only about as big as the player themselves. 

- Alternatively, if you want to preserve the difficulty of the levels, you could instead maybe double the number of checkpoints, or potentially even go for a checkpoint-per-room approach. On the one hand, the feeling of actually having to traverse the area a bit each time you die is kind of nice, really makes things feel connected, and it really makes getting a biscuit feel satisfying, but on the other hand, having to travel ten full seconds just to get back to where I died in the first green biscuit room really made it difficult to actually get good at the room's challenges. Maybe I just wasn't using the warp enough. I've been told in the past that, generally speaking, having a checkpoint immediately BEFORE a major challenge can be best, since you'll be dying a lot there and having to go all the way back can add insult to injury - not sure if that fits your vision for the game, but maybe it'd help.

- On the other hand, everything else about the respawning I enjoy a lot. The sound effects and visual effects are solid, quick and curt and not ear-piercing, respawning itself is really quick even if the travel time can be an issue, and needing to press Z before you start falling is really nice quality of life.

- The music made putting up with the difficulty a whole lot nicer, because MAN is it good! Having a song for each area is REALLY nice, especially with the sort of buildup as you move into the magenta area. That said, having the song constantly reset as I died in the first green biscuit room and got sent back to the white zone got pretty grating.

- Valdor IS so cool! His entire sequence before the magenta section was hilarious, well done to whoever wrote and voiced him,

All in all, this game is very frustrating, but it's also super addictive, and it makes me want to keep playing - I can't right now, but perhaps one day I'll return. It's clearly not made for me, since I have bad reaction time and bad timing, but it's still fun regardless, so take that as you will. If the game does end up a bit rebalanced, I'll definitely be back, but I'll probably play more regardless eventually. Great work, sorry I couldn't experience more of it!

Developer

Thank you so much for such a detailed review! I had a lot of fun making this game and I'm very happy with the way it turned out, but at the same time there was a ton of things i wished had more polish. Right now I'm working on a full version of the game which will address alot of the pacing issues. It will have a few more levels and the difficulty won't fall of a cliff like in this version. I do agree that the constant tapping could get irritating at some points, but I plan on allieviating that with some new gameplay mechanics. Expect a trailer in a few months ;-;

Submitted (1 edit)

Never been more glad than when getting the first green zone biscuit! I hadn't gotten to the second one yet but I'm satisfied with the first one. The difficulty seems to spike so much in the green zone. I like the simple but clean colour palette and music used! This game fits the theme so much!

Developer (1 edit)

I balanced the game so terribly, so its not your fault. Thank you for playing!

Submitted

Very fun game, really very difficult.

Submitted

Hard but good game. Especially loved the music. I found some of the tight turns right after camera transitions quite harsh and jarring to the eye. I didn't get that far, somewhere in the pink diagonals.

Well done!

Developer(+1)

Thank you so much! My friend will be stoked at the good response to the music.

Submitted

The art and audio are really cute! I think it controlled well, as well, once you get used to it. It took me longer than I care to admit to figure out how to start the adventure, but I never claimed to be a smart man. Haha!

Submitted

Really cool! Like the use of the limited palette and the audio slaps. It might have taken me a bit longer than I want to admit to understand how to start the game at the main menu though

Developer

Thank you for playing! I would argue the menu issues was my fault for not communicating anything.

Submitted

Really hard but awesome level design! Good work!

Developer

Thank you!

Submitted(+1)

Really creative game! For real super creative. I really loved the sounds the wizard made. Entire project felt super polished. Well done guys you did really well!

Developer

Thank you! It means alot!

Submitted

I wasnt good enough to play past the pink area, but the games pretty fun

Developer

I need to work on making my games more playable for normal people.

Submitted

I liked your level design the most, good game!

Developer

Thank you! I was truly trying to harness Derek Yu's power with this one.

Submitted

Got the wizard and it soft-locked me, but then I pressed random buttons and "Q" set me free, but I could not make it much further than that, because that next passage is brutal haha. Punishing, but in a fun way. The wizard art is great and the music slaps! Nice work!

Developer

Thank you! I was trying to teach the teleport mechanic without screaming it at the player, but I think I just made it confusing T_T. My artwork is terrible but i'm improving slowly!

Submitted

Similar to superbat3d's problem, the game bugged when I touched the cookie during the wizard monologue. I laughed out loud during that monologue though,  great job on the voice acting!! 

Developer

It's fixed now. I put my whole soul into the voice XD

Submitted

I had a great time. I also like the simple gameplay and the feel of the UI.

Developer

I'm happy you enjoyed.

Submitted

The game bugged when I touched the cookie during the wizard monologue :(. But I truly love it, VVVVV/flappybird goodness right here. Love the style too and the music !

Developer

I mean't to put a prompt for pressing the x button, but I forgot ;-;