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A jam submission

Bounce!View game page

Jump around in a bouncy castle and make orders for customers! Made for DJAM #7
Submitted by EmCannon — 3 hours, 41 minutes before the deadline
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Bounce!'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#13.8753.875
Theme#23.6253.625
Humor#33.2503.250
Innovation#43.5003.500
Mood#63.1253.125
Overall#83.1253.125
Graphics#83.2503.250
Audio#132.6252.625

Ranked from 8 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)

Overall this was kind of hard to play, but I did enjoy the concept and think that there's something to it!

The first few combos, I wasn't paying attention to the GUI, so I didn't see that I had to make specific orders. After a few failed attempts, I noticed. Then I continued to throw the wrong combos together lol. I think the game would be a little easier and more enjoyable if only the food OR the player was bouncing. EX: maybe the cook is standing on a kitchen platform and has to grapple an item, then shoot it at the other item to make the combo.

I like your fast food spin on the theme, and also how it doesn't feel like other cooking sims. Bounce! feels like a very original game!

I think that the graphics leave something to be desired, mainly because the colors don't really match. The purple background and green and red counters are a little too bright, and draw attention away from the main focus: the player and the food. I think most of the food items look great, but I had trouble figuring out what the green/blue/purple one was.

I think the addition of some goofy, fast paced music would be a nice touch to match the silliness and speed that are core parts of the game.

I enjoy the concept of the bouncy house fast food restaurant and think that it is pretty hilarious. I'm interested to see what else you could add by leaning into that idea even more :)

Thanks for the game!

Developer

I appreciate the feedback! I think I mentioned this in one of my other comments, but yeah, the game itself isn't what I intended it to be: an easy to pick up hard to master score rush type game - maybe that's because I didn't playtest it with other people and as the developer I got used to the controls, maybe I could have just slowed the game down a bit and it would have been easier and more fun, I'm not sure. I think that making the player a stationary (or at the very least not bouncy) sentry might have been a fun spin, but I'll have to experiment more to figure out what works best. Also, regarding the art, I get that it's a little in-your-face and bright, but that was kind of the style I was going for. Since the game is so weird and outlandish, I thought a bit more of a brash visual style complemented the game-play well, but I agree that toning it down, especially with the UI, might be a good idea. Anyways, thanks for checking out the game! I really appreciate it!
PS: The green/blue/purple item was supposed to be a bunch of 2-litre bottles. It didn't come out quite as I envisioned it haha.

Submitted(+1)

This was a really funny concept xD

But damn am I bad at this game.

Here's the VOD: https://www.twitch.tv/videos/1547568250

Developer(+1)

Thanks for taking the time to checking it out!

Submitted(+1)

What a nice, nice game! I really like the art direction. It's very expressive, simple, yet cohesive. The colour choices, with bold primary colours for the UI elements, feel really nice to me somehow. I love how stretched out the lil characters are! They look great! The tiny food sprites look really cute and I really liked trying to sort through them as I played. Love love love the effect on the floating title!

The game design is super solid. The idea is simple, but it feels complete and it's well executed. The soundscape feels a bit empty but the little SFXs that are there are pretty good. The game could use more juice (even though that's almost always the case). A little bit of squash and stretch maybe, perhaps some freeze-frames when you combine food items or grab them, maybe some particles (but it's already rather busy visually so that would need to be really muted and careful). A matching/aiming game in a bouncy castle? It's really fun! And I really like the physicality of it!

I just wish there was a score screen at the end, and the win/lose conditions were clearer. I think it's supposed to be infinite? I only went as far up as 13! But it seems to lack a feeling of progression. Maybe more items being added as you go, the timer growing shorter, the food bouncing faster...

My main actual complaint (everything else is very much on the polish side, but the game is already very good) is that the game seems to fall short on the theme side to me. I understand that it's about meal combos, but it seems a lil farfetched. I do get it though, and that's very very personal.

Great job! Keep it up!

Developer(+1)

Thanks for the feedback! I totally get the issues with the theme and the score screen (I may have totally forgotten that people like to share their scores and that the score screen should fade out after a delay, haha). My initial was that if I could find a funny way to join together the idea of combining objects with an absurd scenario then I'd just roll with it, but yeah, the theming did come out a little half-baked - a cutscene or some funny slideshow giving background probably would have helped. Thanks again for checking out the game!

Submitted(+1)

I totally get it, and I know how it is! I think you went for something rather clever and not the obvious way to interpret the theme, and that's good, right? But whenever you do that, the connexion can end up a bit thinner. But it doesn't really matter, it inspired you and you made a super sweet game ^^

Submitted (1 edit) (+1)

Overall: Good stuff. I got super invested, and found myself saying "Not the burger!" when I shot and the burger jumped in the way of the pizza. It's a good time all around. I wish there was a high score screen, or a limit to the number of customers, it appears to go on forever.

Fun: Yeah, this was great. You know a game is fun when you're smiling even when you're doing bad. You pick up the wrong thing, and you're like "ah, let me put this down" and it flies into the fries and you lose and you're like "Ah! New order!" and its fun. IT'S FUN!

Innovation: I've certainly never played anything like this. It's like a matching game with arbitrarily goofy physics added on top, and boy, does it work well.

Theme: The focus is definitely on getting the combo for the order. Good take on the theme.

Graphics: The flat headed customers look hilarious. Perhaps it was by design, but I found myself struggling to figure out which objects is which while they are moving really fast. "Okay, I need the pizza. Which yellow and red object is it?" but it somehow makes it more fun not being able to figure it out right away.

Mood: It's goofy. That's all I need to say, and yet I'll continue. The concept as a whole, the idea of a fast food worker working in these conditions brings me joy.

Audio: I wish there was some music, but the blips and bloops work fine I guess. Definitely could've had some  music.

Humor: yes.

Final Thoughts: I love it.  As mentioned, I think a final score screen is needed, but the game is very strong.

Developer

Haha, that's awesome! That's exactly the reaction I was going for when I was trying to design the core loop. Regarding the music, I probably should've taken the time to go through and at least try, but I was running out of time and motivation, so I sadly had to leave it musicless for now. Thanks for checking out the game, and I appreciate the feedback!

Submitted(+1)

Definitely a fun and interesting idea, although coming from you that's to be expected. Despite the lack of music the sound design still meshes quite well and nothing is too grating. Graphically a bit plain, but serviceable enough, it at the very least looks intentional. The core loop has the potential to be really quite enjoyable, but the big thing that ruins it for me is the controls. It is so incredibly difficult to pick up a specific item and throw it at the other when everything is bouncing all over the place. Maybe that's the point, but I played for a fair amount of time and got maybe 5 or 6 matches total because I just kept missing or picking up the wrong thing and hitting something else when I tried to drop it. There's some potential here if it had some more time in the oven, but in its current state I unfortunately find it pretty much unplayable.

Developer

I totally get your issues with the controls. Being the dev, I did have a lot of time to get used to them, but having some extra playtesting probably would have done wonders. If you're willing to give it another shot, consider throwing items you don't want at the ceiling - they'll come back down after a short delay. Thanks for the feedback and for checking out the game!