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A jam submission

BOB DOES NOT CAREView game page

Only one life. Weapons can be used only once. But BOB DOES NOT CARE
Submitted by Filippo (@notfilippo), Mark Miso (@markmiso_) — 11 hours, 12 minutes before the deadline
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BOB DOES NOT CARE's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#4074.2024.202
Design#4803.6543.654
Overall#5673.7543.754
Originality#10033.4043.404

Ranked from 188 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 33 to 14 of 54 · Next page · Previous page · First page · Last page
Submitted(+1)

Haha, this is a gem of the jam! Enjoyed it a lot. Very mature game. Incredible work for 48hours! Congrats! Rated! :)

Submitted(+1)

Great game, but Bob definitely has to dance to the music.

Developer

Uh, that's an interesting idea.

~The designer

Submitted(+2)

I'm guessing you guys want to make this a full game ? Cus it already seems like one.......

Submitted(+1)

Wow, that game is hard! Or maybe it's just I who suck? Anyway, that's a really good work you got here, I loved the music and the effects. Running, rolling and shooting around feels great, but I'd say the enemy projectiles are a bit too fast. Sometimes they would shoot the moment they came on screen, killing you instantly. Maybe if it was more telegraphed, we could react more to what we see?

Good job, though!

Developer (1 edit) (+1)

Thanks for the feedback.
We published a new version with some problems fixed (like enemies shooting too soon). If you are curious you cane play it here.

~The designer

Submitted(+1)

Really great graphics and game-feel. Lost it when the psy came on. 

4/5
3/5
3/5

Submitted(+1)

This is another scrapped idea of mine that I've seen done near-perfectly by someone else. Really good work, the colors remind me of Downwell, the game play is masterful, and I hope you make this a full title!

Developer (1 edit) (+1)

Thanks! You are right, we actually got inspired by downwell, the binding of isaac and hotline miami.

~The designer

Submitted(+1)

That's some serious indie game over there.
It feels like the product of a well functioning team working together toward a unique goal.

Impressive quality at all levels. 

Submitted(+1)

Great game, awesome effect, nice music and good flow. I feel like more clear distinction between the weapon when you pick them would help with reacting faster to the enemies close by. The game is a bit too hard, i feel like the projectile the enemy fire are too fast and often kill you without giving you enough time to move out of the way. It would be great if the bazooka shot began from your sprite and not from the bazooka end, I had times when the enemy was between where I fired my shot and my sprite and this was very frustrating.

Amazing work!

Developer (1 edit)

Thanks! We will keep in mind your suggestions for future updates.

~The designer

Submitted(+2)

I loved this, only issue is that I died so quickly like a bunch of times. I understand that was part of the theme but if you are taking this further you might consider adding slightly more health perhaps two or three hits before going down to increase the player's chance. 

Still though very great concept loved playing it and it looked awesome.

(+1)

Great game but the single pv and stiff corners were the real enemies for me ^^

Submitted(+1)

DANG IT BOBBY! 

------

Hey, we made a GMTK game too. Check it out!

Submitted(+1)

a very satisfying core game  loop! i loved it !

(+1)

Very well done. The game was simple, fun, and rewarding to play with a neat concept to boot. Everyone on the team did a great job with this.
I agree with most of the suggestions seen in the comments, I'll also add a few suggestions I have for balancing the difficulty to be a bit fairer on the player:

It'd be useful if the player was given a bit of leniency when moving around corners, slightly shifting the player towards the nearest opening, so that when the player is running around the level, dodging and weaving between corners, they don't find themselves frequently stopping whenever they are just barely grazing a wall.

Bob's hitbox could probably be tweaked a bit, especially for a game that requires this much fast paced precision. Perhaps if his his hitbox didn't cover his Afro and was just based around his body, it'd make the area on the character you're trying to protect immediately clearer.

An addition that might be nice is to have an indication on the edge of the screen to show that an enemy is close but just outside the player's vision, and what direction they're in; giving the player the opportunity to plan ahead slightly. (Whether or not this could fit into the visual style of the game, I'm unsure).

I hope you do some more work with this because it's a great foundation with a lot of potential that is already very well made.

Developer

Thanks for your suggestions,
we are collecting as much feedback as possible to release a more polished and expanded post-mortem version and comments like this help us focus on what is important in the core game experience.

Submitted(+1)

Cool aesthetics, and I enjoyed the challenge of managing ammo and enemy locations!

(+2)

this was the firts game of the jam i played, and man, i gopt a blast at it 

(+1)

Fun. The guns feel satisfying, the animation is great, controls are good, and I like the level design. However the game's enemies are a fatal flaw to me. They pop up right onto the screen if you're moving too quick and the fact that they can shoot right on sight never seizes to feel unfair and unfun, especially with the fast projectiles and one shot kill for the player. However you can respawn very fast which is nice lo. 


Its good but would be significantly better if enemies couldn't shoot until like half a second to a second after they see you and if there was maybe an enemy indicator. 

Developer

Yeah, we didn't really noticed it until we got some reviews but I agree, it 's  quite a  problem. We will definalley fix it with future updates.
Thanks.

~The designer

(+2)

Would have liked I-frames for the roll.  Enemies could also occasionally drop weapons as I died a few times due to lack of items

(+1)

Ah, Bob Does Not Care, which is probably why he set the game to autoplay. ;)

Only thing I'd say that hasn't really been mentioned below is to perhaps have it fire in the direction that you're looking rather than needing a separate set of controls for that, as I find that much more difficult to get to grips with than facing where I want the thing to go and smacking, say, RCTRL.

Submitted(+1)

Great in every aspect! I spend the most time on this game jam entry so far. Very addictive!

Developer

Thanks!

~The designer

(+2)

Nice game with unforgiving difficulty (also due to the feedback loop: miss shot => less possible shots for same enemies)

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