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A jam submission

BAITView game page

Support the Hunter! Help him defeat the Boss!
Submitted by SignificantOtterGames — 1 day, 10 hours before the deadline
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BAIT's itch.io page

Results

CriteriaRankScore*Raw Score
Best Use of the Theme for Gameplay#202.1843.143
Most Appealing Sound Design / Music#251.3902.000
The "I Want to Play This as a Full Game" Award#261.3902.000
Best Use of the Theme for Story/World/Character#261.8862.714
Most Appealing Art / Visuals#271.5882.286

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit) (+1)

I beat it! I had to play the tutorial twice (I missed that the horn was a distraction), but I found a rhythm of throwing a pink potion, hitting the hero with rage, and then running around the outskirts of the level (the moving bridge thing was cool!) and tossing potions in to help the fight. Didn’t really use the other abilities. It made my fan run loud and I was a little disappointed when the controller only supported basic movement, but overall I had a lot of fun! And I really liked getting to see some of the concept on the winning screen 🔥 a great reward

Developer(+1)

Thanks Gamma, appreciate the feedback and congrats on beating it! I should have clarified in the description that we weren’t able to add controller support during the jam timeline, so only the unreal engine default controller inputs are set up. Glad you enjoyed it so much though!

Submitted(+1)

No worries! Aiming would’ve been harder anyway 😆 it felt designed for m+kb

Submitted(+1)

Hey, I played your game!

I liked the use of the theme, but this build of the game is very unoptimized. It barely ran even on the lowest graphics settings and it crashed twice on me, unfortunately :(

Gameplay was great conceptually, but in practice, it seems all the enemies and the hero just pile up together, making it difficult to target anything. As a result, the pheromones and rage potions end up affecting everyone, creating a wash. The flag javelins ("Flagvelins", I like that) kind of start to get the attention of the hero, but if he's already in combat he'll completely ignore it.

Switching between actions via buttons was a nightmare, especially combined with the low frame rate.

Overall, great concept and great ambition! I just wish this build ran well, which is a shame.

Developer(+1)

Hey, thanks for the feedback! Unfortunately we ran out of time to optimise everything too much, I think the combination of the lighting, number of enemies and potential particle effects are probably the main causes. You can also change weapons with the mouse wheel - scroll up and down, forgot to mention that in the tutorial. Anyway thanks again for playing and leaving your thoughts!