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Bau Bau Bustin Out's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Ambience | #3 | 4.182 | 4.182 |
Overall | #5 | 3.836 | 3.836 |
Holo References | #5 | 3.727 | 3.727 |
Gameplay | #5 | 3.818 | 3.818 |
Innovation | #5 | 3.727 | 3.727 |
Theme | #8 | 3.727 | 3.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was a solid entry! I don't even need to speak for the UI and graphical elements, you've got seasoned hands on it. The movement had weight to it, and I liked the dual-split ability mechanic between the two sisters. The chaos orb was quite uh, interesting to learn the effects of and die multiple times to undo LOL, but quite enjoyable! It could've been explained somewhere, maybe with a passing remark about something chaotic when one of them picked it up.
Boy, was the level design tough! It took quite a few tries to clear that upper area, and even then I had to take a second to think about some of those nuanced jumps. I like the skill ceiling in that respect, gives you something to chew on! The lack of audio is definitely felt, I can picture some fantastic music that fits this metroidvania platformer-style beat (ayo where's ludo). Loving the capture of their bau bau banter, too!
I'm way too bad for this type of Game LOL so i didn't see much. But it looks really solid and the Animations are also REALLY good! Love the Tag Team type of Gameplay and Mechanics. Could say more if i get farther but I'm stuck at the Place with the Block switching while the Soldiers shoot you from all sides.
The polish for this game is INSANE. Like, I still remember when I saw the demo Poppyscile posted in the Holojam server with Mococo's animations and the stage with the dialogue. My jaw dropped. I hope to achieve that quality of a look in my future projects and I might end up reaching out to you two for tips!
The game has great features, from the animation, lighting, dialogue and tutorial texts, and the concept of switching between Fuwamoco is very cool, and I love the base of the gameplay! The positives are top notch here!
Now with a large-scoped game like this, I think there were a lot of time-oriented bug/balance issues, and I can't even imagine how difficult it would be to tweak everything within the 2-week timeframe. While I didn't mind the speed of the attacks from Fuwamoco, I felt the hitboxes came out slower than I thought (Especially Fuwawa's reflect). Similarly, like how LightningGrey mentioned, the Chaos items' effect was too much for me as well, and I think it carried over once you ended up dying? I'm not sure about whether that was intentional or a bug. And there were the other small stuff that was mentioned in the itch.io description, but that can be added in future builds with more time :)
This game was so awesome to see, and a huge inspiration. I am excited for the updated builds (if you guys continue it!) :D
I love the spritework on the game, beyond the level of what I’d expect from a jam. The quality and polish on that is incredible.
I liked the gameplay and concept, I didn’t finish it but probably could have toughed it out if it wasn’t for all the snipers in the platforming area where you switch blocks. Would have been nice to have a tutorial section for that, especially because the only indication on how the gimmick works is to randomly switch over yourself.
I assume it was a time constraints issue, but there didn’t seem to be any negatives to not picking up the chaos item, if you get stopped at some point for not having it then I didn’t get far enough for that. I don’t know if it’s intentional that effects stack on death, but it was too much to have speed-up and reversed controls at the same time, the reason I tried to ignore it on a subsequent playthrough was because I struggled too hard having both of those at once.
A minor suggestion I have is I kept skipping dialogue on accident usually by pressing Space bar to jump not expecting a dialogue trigger. I think a different unused button would be nice to avoid that. Also agree about the attacks feeling a bit slow, I like the weight behind them but I was getting hit often expecting them to come out faster. I felt the rocks should also be less sturdy too.
Sorry for the amount of feedback but only because I really want to see an updated version, great work overall and I’ll keep my eyes on any future updates!
Thanks for all the nice compliments and feedback!
Yeah I initially had the dialogue skip/progress bound to the Enter key.... I have no clue why I decided to change it to the Space key...
The tutorial for those blocks is definitely something we thought of immediately when seeing others play the game.. It is something I would definitely add in if given the chance since that mechanic just sneaks up on you.
You are correct with the time constraints regarding the chaos orb. The initial plan was to make an entire "game mode" around that mechanic instead of it just being a pickup item. Like a "Chaos Mode' that you can choose from. Basically we ran into the age old issue of over-scoping and had to change somethings midway / last minute which caused more issues.
Once again thanks for all the feedback!
Yeah, I can relate to the time constraints and scope issue, that was one of the big reasons as to why our game didn’t pan out at all. I think the mode idea is interesting but I’m not sure how far I would have tried to get through the level if you only toggled the effects at the start of the game (assuming I understood what you meant), so I like having the pickup instead. I think it’s a better one-shot experience.
This game feels like Dark Soul-ish with platforming. Plus Fuwamoco. :-)
It's incredibly impressive to get so much done in such a short time. Clearly a lot of work has went into this.
Well... you know me IRL so I already told you everything I thought and all the nitpicks I had with the game lol. But one thing I will say is. There is a lot more to say about the game because you have provided so much that the players have a lot more to engage with, and as a result there is a lot more feedback and a lot more that can go wrong.
I hope you don't let it get to ya! The premise is cool and combined with the visuals this is a game I could see myself getting excited for even outside of the context of a game jam game.
Impressive visuals! Can't imagine how long I'd take to make something like this!
Some comments:
Attacking feels a little slow at the moment. Try either 1 of these maybe?
- Make attacks faster/cancel-able
- Give destructable objects/enemies lesser HP (especially rock blocks that are blocking the way since too much of them with multihit HP starts to feel like an excavation job)
Also, maybe for character switching you can give each character their own focused specialty?
(Mococo as attacker, Fuwawa as movement etc)
Giving Fuwawa both ability to reflect bullets and double jump kinda makes Mococo a little redundant to switch to other than breaking blocks and activating character blocks.
Thanks for the detailed feedback!
I agree with pretty much everything you said.
When we have time we would like to go back over everything and flesh out the design some more.
Your points are definitely a good start!
Yes please do flesh this out more! I honestly feel that this is on the quality that livers are willing to talk about or play on stream!
Looks really good. As you say. Extremely difficult.