This is quite fun but hard game . I like the art and sound too much since you made them.It is a solid entry overall and i would like to hear your feedback about my game too .
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Bound - Jam Version's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #732 | 3.754 | 3.754 |
Overall | #1414 | 3.256 | 3.256 |
Fun | #1618 | 3.014 | 3.014 |
Originality | #2361 | 3.000 | 3.000 |
Ranked from 69 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
A space shoot em up where you're bound to the enemy
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Hey, really nice game! The art works great! Congrats for your submission :)
The visuals are good, and I had fun for a while. But then I realized I could kill enemies as soon as they appear, and since the difficulty does not increase, I could play forever. I think this game needs more variety to enemies, preferably those who require you to switch.
I also didn't realize the red ship is an enemy until I read the description. Are you planning to add more stuff that requires this setting? I know "red ship shooting at you when in full health" is missing content, but I think that will only add minor annoyance to the game(you can prove me wrong though). Maybe controlling the red ship will make enemies behave differently or unlock new areas. Or, if you can't come up with good reasons, you can scrap the idea of bounding to the enemy ship and make the game about two ships with different abilities joined together.
The aesthetics of this game are on point! The controls are snappy, and everything feels great!
However, I disliked how the shooting and switching actions were mapped to the z and x keys. It would have been better, in my opinion, to map to the space and shift the keys instead.
Nice work!
Really enjoy the concept and with its tight control and design that fits a classic arcade game this is really well done! Good work! :D
The aesthetic is very well done and I like the core concept a lot. I felt like I never completely understood why you would ever really need to switch, other than for the big walls of stuff, since the red ship having more heath (which I think it does?) doesn't really matter if you are dodging everything anyway. Something like having the white ships health bar be much smaller in comparison to the red one would help communicate the difference more. Good job overall.
Really interesting main mechanic! Unlike anything I've played for the jam. Once I figured it out, it worked fantastically, but for a while I was completely stumped as to what the point of switching was. Making that clear in game would be great in an update!
Sweet and beautifully polished space shooter! The main mechanic is interesting and works with the theme nicely. Great submission!
Wonderful game, I love the gameplay, idea, music, SFX and art! I would totally play this on steam if a few more things were added, personally I would enjoy a boss in the game.
I absolutely love this! The art is beautiful, and I really enjoy the central mechanic. Would love to see a future version with the missing feature you mentioned added in
Wonderful art. I couldn't quite work out the connection between the red and white healthbars or what to do against those bubbles. Otherwise great game!
The main concept was that you need to balance both health bars, there's a missing mechanic that I couldn't implement in time where the red ship would launch an attack at you when in full health - you can't destroy the bubbles by shooting at them so you have to switch to the red ship to break through them and protect the white ship, thanks for playing!
Love the concept, though in the end I spent almost all time as the white ship, there wasn't much reason to go red. Fab graphics too. After about 150 points the game started slowing down, and by 350 it was snail's pace, not sure what could be causing that.
Interesting concept I haven't seen too much, at first I thought you had to hit everything with the different sides of the ship, didn't even know you could shoot lmao
Very cool and well done art style. Gets very hectic very fast. Maybe a bit too fast for me.
I like the aesthetics and the color palette. I am really into the idea of defensive mechanics in shmups, and this is a pretty cool implementation of it in a binary sort of Ikaruga style, I like the two separate health bars.
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