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Bendy bones's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #69 | 3.593 | 3.593 |
Graphics | #112 | 3.963 | 3.963 |
Interpretation of the Secondary Theme | #139 | 3.852 | 3.852 |
Overall | #169 | 3.370 | 3.370 |
Gameboy Soul | #213 | 3.333 | 3.333 |
Soundtrack/SFX | #287 | 2.111 | 2.111 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
The colors and characters are kinda spooky in my oppinion.
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Comments
I love this game! I am big fan of anything physics-based, especially when the game has big goofy potential. It has its bugs, but it is fun enough for me not to mind. The bugs as-is could even make for interesting speedrun strats. I really like how much the gameplay changes as you collect more bones. Excellent work! I would love to play more levels if that is in the cards.
Awesome physics and graphics for the player with the halo area around it. Though there are some bugs. I had all 8 bones, and then threw one while changing screens and then I lost it. And then I tested that and lost all of them... I also kinda missed the music.
I love the bend and swing mechanic, really unique! The lighting shader is cool too
Really cool and clever mechanic! I wanted some wacky bendy bone music to go along with it!
This is so weird, in a good way! It is a little buggy and it is very easy to softlock but the gameplay is pretty innovative, good job!
Loved it, even if it has a bit of bugs it didn`t stop me from experimenting with the bendy mechanics an I loved them!! it is an aweosome game!
Thank you so much! :)) I'm glad you had fun!
The swinging mechanic feels so nice! The game is pretty buggy though, the main bugs being when you are in tight spaces with a lot of bones and if you die after you throw a bone without picking it up you lose it forever. I had to restart once after one of my bones was permanently lost, but I beat it on my second try. Great game!
thank you so much!
I am glad you made it through despite the bugs!
Unfortunately I got stuck quite early, but absolutely loved the bending concept and the the swinging mechanic! Really original and well themed, good job!
I absolutely love the concept and at times it feels nice to play and it looks very nice.
But as it is right now it's just a bit too buggy/janky. I really wanted to complete it and free my friend, so I restarted multiple times, but each time I got stuck somewhere else or sometimes bones would simply disappear...
Would love to play it again if you continue working on it. I feel with a more stable system for the upper body and fleshed out level design this could be something truly great. Great job!
Thank you for the feedback, it means a lot!
I'm glad to hear that you felt encouraged (despite the jank) to try multiple times!
With all the nice words, it makes me want to expand on the idea/mechanic!
I really think the mechanic has lots of potential and deserves to be explored further. But I also think that you should probably ditch the physics based system (seems like it's based on some kind of rigidbody/joints system) and instead have a custom solution that handles the upper body and then updates the bones with something like a inverse kinematics system.
yeah, you are spot on, mu current solution relies on rigidbodies, which are impossible to control.
I think I would make it more 'tile-based' if that makes sense. Like, when you get a bone, you become 1 block taller, and extend 1 block further. I think that would work nicely for a puzzle game, but I'm ganna have to do some testing :))
Yeah tile-based sounds like it would make for an interesting puzzle game. Though I did like how dynamic and reactive/bouncy it feels as it is right now, so in my opinion it would be best to recreate that juicy feel without having the actual physics jank, if you know what I mean :D
hahaha, yeah, you are probably right!
Keep the feel and get rid of the jank :D
The animations are cute and the swinging concept is fun. I wanted to see where the game was going, but I got stuck. You should work on this more. It's fun and you could do some cool stuff with it.
Thank you!
I'm sorry you got stuck, but I'm glad you like the concept!
I really enjoyed the game, before I got stuck lol
love the unique idea and the pixel art
Very good graphics and game feel!
Really cool proof of concept, I can totally see this expanded into a full mechanic! A few softlocks and disappearing bones glitches but overall I like it a lot. Great work
Apart from the very easy way you can constantly soft lock yourself it's a great game, maybe a normal level-based approach would have been a better choice for a game like this. Great job nonetheless!
This is a really cool idea!!!
The Gameplay is really fun and the lighting is just awesome :D
The Gameplay is really fun and the lighting is just awesome :D
The character controller is quite unique. Manipulating your own length leads to some really cool moments.
I'm not sure if a huge open level is the best for this mechanic, though. I found it's not that difficult to get stuck with not enough bones to clear a jump over spikes. Maybe with smaller, self contained levels or more strict height barriers, this could reach its full potential.
Awesome entry! Congrats!
Yeah, I think you are right! The current level layout isn't great,
but thanks for playing either way! :D
A really cool idea! Love that kind of games.
Unfortunately, dying seems to be buggy. On respawning, I always have only 1 bone and the others don't respawn, so it's really easy to get stuck after dying. Also my controller wasn't recognized for some reason.
The graphics are GOREgeous! Love that lighting shader you have going on. Wish I knew how to do those things :D
Thank you for the kind words!
I tried my best to make respawning work, but my solution is a bit janky, and it makes sens that it doesn't work for everyone... sorry (Physics objects are hard to reliably move in Godot).
I don't have a controller myself, so I completely forgot to add controller support.. ups.
To make the visuals, I added handpainted normal maps to my tiles, and used a shader to clamp the colors to my chosen color-palette :))
Tell me about it. Physics and collisions nearly made me quit gamedev on my first ever game :D
I was making a tetris clone and couldn't for the life of me make the damn blocks update their physics processes when they should. I ended up using an unhealthy amount of raycasts with raycast physics update calls just to get things kinda working. So yeah, I feel your pain :D
I should try to make such shaders. When making my game I was constantly afraid that some kind of anti-aliasing or other godot rendering function would ruin my carefully png-indexed pallette :D
This absolutely deserves to be made into a full game! Very clever mechanic that just kept on giving. Well done!