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Board Game Barrage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #757 | 3.803 | 4.500 |
Overall | #1425 | 3.268 | 3.867 |
Creativity | #1568 | 3.296 | 3.900 |
Enjoyment | #2404 | 2.704 | 3.200 |
Ranked from 10 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?
There's a dice mechanic that determines what bullet type is shot.
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Cool! I absolutely love the art and sound you guys did! Combining elements from so many games is a very fun aesthetic. I’d love to see what kinds of mechanics and such y’all could come up with a bit more time. Thanks for making this!
Very unpolished and it shows, but very creative!
Has potential for sure, but every time I died it felt like the game was the one at fault. Most importantly the hitboxes need to be significantly smaller, it's always better to give a lot of leeway even if freezeframe they're visually colliding. (If this was unintentional then it might be to do with rotation).
The bullet (money) patterns themself feel constricting at times and impossible to learn, especially the house piece. Also, some effects on the player bullets would add a lot. Visuals are really nice, and the references to board games were creative. Well done!
Thanks! Yeah we figured the hitboxes were way too big (especially for Cat and Terry), and had fixed them but we were unfortunately unable to upload the updated version in time.
Since this was most of the team's first time doing a Game Jam, there were a lot of additional things we weren't able to add in due to the time restriction, and we actually had considered the bullet ideas before! Thanks for the feedback <3
Could have been good honestly. The concept was neat but there's too much holding it back. Character abilities weren't really explained, the how to play image was a bit misleading (in that instead of 'watching out' for the dice, you are required to interact with it in order to keep shooting), some weapon types were essentially useless, and the player hitbox is too big to dodge most attacks.
Yeah, we felt we didn't have enough time to add in what we wanted to, there was a lot of extra information that just wasn't added in in time or wasn't working while we were developing the game. We fixed the hitbox issue (as I also felt it was way too big) and the dice was meant to periodically fall vertically down the screen as a sort of chance to get a power up or make the enemy attacks worse, instead of being static and force you to pick it up to continue shooting but they weren't able to make it in to the build used for judging.