Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
A jam submission

All I Need Is ExplosionView game page

A wizard with only one spell: EXPLOSION (GMTK 2019)
Submitted by WispyMouse (@WispyMouse) — 8 hours, 4 minutes before the deadline
Add to collection

Play game

All I Need Is Explosion's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#1064.5384.538
Overall#1074.2564.256
Design#1764.0774.077
Originality#2804.1544.154

Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 21 to 2 of 21 · Next page · Last page

Hahaha, I love it!   The mechanic is fun, the graphics are hilarious, and the levels are pretty inventive -- there was more depth than I expected!  I'd love to see what you could do with this kind of mechanic given more time....

I really liked how you can kind of worm your way after you collapse, also, heh~

Submitted

The presentation of the game is very charming and i love the explosion and also the crawl "animation"! :D

But! The jam is about gamedesign and gameplay. So! The mechanics are solid and well executed. The difficulty build up slowly and is fair.
Don't know what else to say except, well done!!

Submitted

EXPUROSION! You may have been inspired by Konosuba, but idea is translated flawlessly to videogame format. Also, for some reason the art style fits it really well. Great job! Check our game: https://cerosware.itch.io/one-stick-shooter

Developer

Glad that you enjoyed! We've been accused of using the same trapezoid+head placeholder art design for years. Finally, its time has come to rise to the top, and feature in a game with explosions! We'll check out your game momentarily~

The crude visuals were charming. I liked the movement and the way the camera controlled. The way the environment looked as you move was nice. Simple well designed little puzzles with a good level of progression.

Developer

Pokemon Black and White provided a little bit of aesthetical guide for how to handle the camera. Perhaps in a larger scale game, we can do the projection more justice; this little game jam game has a lot of enemies clipping in to the walls! Still, feels like it came out pretty nicely. Thank you for playing, and for your detailed comment!

Submitted

Couldn't help but play with a smile on my face and half-yelling Explosion!

Played a few "you can only attack/act once" games but this was by far the most entertaining~ XD

Developer(+1)

Getting a smile was our goal!

The, "you get one definitive action" design decision looks like one of the common ones this time. Thinking about that kind of mechanic led naturally to one, big, earthshattering KABOOM. Go get 'em!

Submitted

Wow! This is the juiciest explosion spell I have ever seen on a video game!

I wished environment art matched the beautiful enemy sprites a little better.

I really enjoyed multiple enemy types. Enemy types and levels were well thought out.

I liked the game a lot. Thank you for making it!

Developer

Thank you! We spent a bit of time watching some explosions from the reference material, and had couple friends give some small bits of advice. It wasn't a collaborative work, but in this way explosions brought us together a little more.

The environment stuff started as the same pixels-per-meter sizing, but ended up getting squashed and stretched and such. In the end, left it as it was in the original draft. We'll work on environmental art more in the future. Thank you for playing!

Submitted

"Darkness blacker than black and darker than dark, I beseech thee, combine with my deep crimson. The time of awakening cometh. Justice, fallen upon the infallible boundary, appear now as an intangible distortions! I desire for my torrent of power a destructive force, a destructive force without equal! Return all creation to cinders, and come from the abyss! Explosion!"

When I saw the game's name, I was gonna ask if you know konosuba, then I read the description. This is a nice interpretation of the theme and the game was really fun. The levels near the end were really hard but I was able to finish the game. I also like the camera zoom while casting the spell. The frog monsters were annoying (as always) especially when there are two sizes since they don't jump in sync so you have to dodge and wait. The levels were well designed and I really enjoyed the game (especially the weeb part in me).

Developer

Thanks for the quote, and the full feedback! We had a reel of Megumin's explosions on, to give the game that extra Animu-punch. Perhaps for next jam we'll be less derivative, but it was nice to revel in such raw, crimson power.

The two sizes were mostly to fix a small, silly problem with the game. Originally, all the frogs would jump at the same time, which overlapped the audio clips. After spacing out the small ones randomly enough, sometimes the frogs would be actually impossible to hit at the same time. So, big frogs, with their own timing! In hindsight, using something other than raw randomness would've also fixed it, but then we'd be in a world without big frogs which is objectively worse.

Submitted

Played through the entire thing. Really liked the section with the boss and end crab finisher.

I was impressed with the synergy between gameplay mechanic and enemy design. They were all very cute and needed different strategies to take out with the explosion.

I also liked the top down 3D style. 

Developer

Those were the targets! The cathartic level, "kaplowey a bunch of crabs at once", was one of the earliest designed ones. We used it tune the explosion animation timing. Writing "thanks for playing" actually took longer than some of the actual levels; needed to change how the walls worked to make them show up!

We're glad the camera perspective is well received. We've seen a few other people's takes on a similar style throughout the jam, and learned more about how we'd do it if we do a similar perspective again. Thanks for playing!

Lol i love the animation of the explosion! I wish there was a sound effect of Megumin shouting

Developer(+1)

One of our roommate's big feedback items was that we should be more like Megumin. While we didn't follow through this time, perhaps that's an adoptable life mantra. "Be More Like Megumin." Thanks for playing!

Submitted

Already said it once but I really liked this!

Developer

Thanks for commenting on the Jam page; didn't notice you had a submission! Thanks again for playing.

Submitted

Pretty much exactly what I expected when I clicked on it, and that's not a bad thing.

Developer(+1)

Accurate packaging is important for a positive [EXPLOSION] experience. Thanks for playing!

Submitted

I love the humor in this game. One of the most enjoyable games so far.

Developer

Focusing on the "silly-pitch" of the game was a big focus. Wanted to make something that would get a smile someway or another, and we're glad the humor landed!

this was the best game i have ever seen in  a game jam

Developer

That's really big praise, thank you! Glad you enjoyed!

Submitted

Can u play my game jam game 

Buggy Escape

Submitted

Heh, nice one)

Developer(+1)

Thank you! Glad you enjoyed some 'splosions!

simple fun, Mr Turok would be proud. 

Developer(+1)

That's the highest form of possible praise! Borderlands had its shining moments, and Mr Turok was an explosion's worth of them.

glad you got my reference, if you have time time you should check out our game that my fam did  Orsla. its a robot platformer but you can only use one of his limbs :) patience and time is needed.  

Submitted

This game is one of the best I've played in this jam, its actually fun and I got the KonoSuba reference

Developer

Thank you so much! We had a video of Megumin's explosions across the series on, as inspiration. That's why there's those blue sparkles before the explosion.

Nice game, I liked it!
The last boss was a bit disappointing though, it required absolutely no tactic.
It would have been nice if it mixed mechanics we saw earlier.

Developer

Agreed, eheh. Originally, the design was going to have some sort of super-menacing, huge and vicious looking boss... that you anti-climatically one shot. The challenge in the game isn't doing enough damage, just hitting enough things. When it came down to actually figuring out what the boss was, and how they acted, sort of phoned it in. Not really suiting of the [ENIGMA BEAST] title. Thank you for playing!

Submitted

I enjoyed it, and got the reference ;)

Developer

Thank you, fellow connoisseur of the greatest offensive magic.

This is amazing and I love the reference!

Developer(+1)

Spending some time on thinking up a charming theme helped us to get started on the game, and it's good to see other people enjoying it!

Viewing comments 21 to 2 of 21 · Next page · Last page