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BIGBOMB's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #591 | 3.833 | 3.833 |
Creativity | #654 | 3.929 | 3.929 |
Enjoyment | #775 | 3.643 | 3.643 |
Style | #891 | 3.929 | 3.929 |
Ranked from 14 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?
Ridiculously large-scale blocks are part of the core premise, and you must build combo chains and stairways using dice of varying scales to complete the game.
Development Time
96 hours
(Optional) Please credit all assets you've used
All assets were custom made during the jam, including models, music, and sound, though sample libraries were used.
Programming, design, music, and sound by Ultimate Walrus (Sebastian Janisz).
Character model and design by King Kibble (Gabe Janisz).
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Comments
Great game with a lot of depth. Even after ~20 minutes of play I could feel I'd gotten a lot better at lining up combos. The game really starts to shine once there are bigger cubes with lots of varied elevations, though it's a bit hard to get there at first. If you're having trouble, try to make every die's 6-pip side face up. (After a while a combo will inevitably fall into your lap.)
Feels great to play (I like that larger dice can actually gain elevation as they roll) and the bug model and animation are really great :D I love the chaotic sound design in particular; everything is crisp and distinguishable despite so many different sounds playing. Love the unique sound for every different number rolled.
Having never played Bombastic, the lack of UI or tutorial made it tricky to figure out what on earth I was supposed to be doing. I downloaded straight from this page so I didn’t see the tip to press F1 until I went to the game page looking for controls and found that tip at the bottom of the description.
Pretty stylish game, and I like the character model and the animations. I felt like there was too much going on to really strategize in any meaningful way. I think the new dice would fall when you matched up dice, but that wasn’t super obvious either. It was very easy to roll dice by accident, e.g. when landing on the edge of a die after jumping, but I don’t know if there’s a good way to change that.
That all being said, it was definitely satisfying whenever a block of dice lit up and even more satisfying when they exploded!
thanks for the kind words! easy roll by accident is an excellent point. i think it will automatically roll if the player's centerpoint is beyond the edge of the dice when their rectangular collider lands on it, so it should probably only roll if they are actively pressing in that direction.
The games vibrance just brings new meaning to my life. Truly is a bugs life.
🥹
Loved the whole vibe of the game, and the character is so cool, but i had quite the problem with the dice matching sometimes they will not ignit, still its a really fun and explosive game <3.
thanks for the kind words! could you post a screenshot of the dice not igniting? so far i had one player ask about it, but it turned out they were misunderstanding the game's mechanics
hey, yeah that's exactly what happened to me too. Now the game is 10 times better <3.
This is such a unique idea! I can't imagine ever in a million years coming up with a concept like this.
The vibes and colors are nice, and everything plays very smoothly.
As is often the case with dice positioning games, forgetting or not knowing what is on the non-visible sides of the die can make strategizing a bit difficult. I found it much easier to just have fun running and dashing around and getting dice to ignite by chance.
The isometric view also made it a bit tricky to spot where new dice were going to fall once the screen started to fill up. I know there are other viewpoints, but honestly I'm not sure they would've been more helpful. Not sure what the solution would be for this problem... slower blocks falling? Or some sort of highlight around squares where dice are falling to make them a bit more visible.
Regardless of those criticisms, I really enjoyed this. Plus it's always nice to see someone else working in Godot. Well done!
thanks for the kind words! if you scroll to the bottom of the online scoreboards, there is an integrated Discord thread where i posted some tips on dice positioning. probably, it wouldn't hurt to integrate these tips into the game at some point.
Considering the time limit, this game has a crazy amount of depth and a very high skill ceiling. It's incredibly fun and I love the addition of a leaderboard. Now if someone could take me down from #1 that'd be great, it's lonely at the top
thanks so much man, i really appreciate your enthusiasm! i'll definitely try to beat you when i have some time, though i'm not even sure if i can haha. you might have me beat at my own game
This is a REALLY impressive game for only 4 days. It's really complex and seems to work solid! As soon as I opened it up and started walking around I was pleasantly surprised on how the tiles play musical notes when you walk around. That said, once you started rolling the dice around the amount of audio feedback was a little overwhelming for me. Awesome job, and really cool take on the theme!
thanks for the kind words! i'll have to double check the audio volume on the dice rolling audio.
Of course! Just to be more clear I think it was less the volume, and more the amount of sounds playing!
The art style and sound is on point. The gameplay is very unique and well thought out, way more flushed out than you expect a 96 hour game jam game to be. Very impressive! I must admit I suck though as you can tell by my score on the leaderboard lol. The amount of features you guys put in is crazy, different camera angles and everything. Very well done!
thanks for playing and for the kind words! sorry for the massive negative score on the scoreboard -- this was my attempt at a HYPER DEMON-style scoring system which marries performance and speed while still allowing people to compete without actually having to beat the game (which is meant to be pretty challenging). if you start by making a group of 6 6's and have a few more 6's nearby to add to them, it should bump up your score pretty quickly.
I saw this was made in godot mono, I love C#. Maybe I'm playing wrong but I found the game to be relaxed and not very chaotic because you have to match things together. maybe i'm also playing wrong but I found that matching 2 2's, 3 3's, etc. doesn't actually make them explode. I would have 2 dices of the same number together but they don't go off. Also, this game would've been a great submission for the 2022 jam's theme.
thanks for playing! I used GDScript for pretty much everything as I actually love it even better than C#. but the game is built on top of my replays system boilerplate which I used C# for (and didn't even have time to integrate).
it should definitely be exploding when you connect 2 2's or 3 3's, and they should explode in a shorter time too. could you send me a screenshot?
I couldn't get a good screenshot but this is what I mean
Two fours connected to each other but not setting off
you need 5 of those to get them to set off. it's only the yellow 2s that you can ignite with only two of them. it depends on the number, so for example for a four you'd need four of them all touching in a chain. let me know if you have any more issues! thanks for playing!
oh also the game has adaptive difficulty so it won't get chaotic unless you ignite a lot of dice. the best thing to do is make a group of 6 6's and then keep adding to them before they explode
Interesting, and I captured another screenshot where it doesn't work:
since there are four dots on them, you need to have four touching in order to ignite them. hope that helps!
Alright I get it, so I was playing wrong. Thanks.