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XYRO BLADE BATTLE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (visuals) | #22 | 4.214 | 4.214 |
Overall | #24 | 4.089 | 4.089 |
Theme | #32 | 4.250 | 4.250 |
Concept (gameplay) | #48 | 3.804 | 3.804 |
Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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whenever i launch the game the window is just a really dark grey screen
Hello there, thank you so much for dropping by! As for the grey screen I'll have a look it when I'm at my computer. Thanks for letting me know 😄👍
Alright I've just tried it on my browsers, Opera GX and Chrome and it seems to be working fine. Hmm, do you have hardware acceleration on? if not, try enabling it, might help with it. Also depending on you computer it might take awhile for the grey screen to load the game. But yeah try enabling you Hardware acceleration and see if it works. Once again, Thanks for dropping by.
Really nice game! Very cool, really well done. Simple but does the job well. Super fun as well. Would love to see it built on moreeee
Thank you so much and glad you enjoy the game! I would definitely love to take the game further, adding features like customisation, more levels, different game modes, and more, so stay tune! 😄
whoool! well done🙃✌🕹
Cheers, thank you so much, Glad you enjoy it! 😄
Good use of assets. The gameplay is simple but impressive. It would be a great game if we could create content that could keep the game going. The core gameplay is already great.
Thank you for the feedback! Yeah I would love to take the game further and add repeatable content with personal progression too. Once again thank you so much, and sorry for the late reply but I have rated your game, though I haven't manage to give your game a feedback yet. 😅
This little game works great. i managed to fall of the plattform and miss the death trigger once, but that's about it with bugs i encountered. Its core gameplay is pretty fun, and there is umpeenth directions you could take it, if you wanted to.
Thank you so much! Indeed there is a lot of direction I can take this game, what I have here is pretty much just the base gameplay. I'm planning to take this game further and maybe an eventual full release if people like it a lot, though I will have to make it more unique and distinct from Beyblade if I do that. As for the bug, yeah I've manage to replicate it a few time, and it's not because you miss the trigger, it's because I messed up a script😅... actually it's from one line in a script hahaha. In anyway, thank you for letting me know about the bug, appreciate it!
The game has one pretty simple game look, but it's really fun, so I ended up playing it for a good while even after I won a bunch of times. This is pretty rare for a jam game, and come to think about it, this is a really gameplay for a jam: It's short, it's super packed with action and it is very intuitive. After playing a lot of games I found this really fun. But because I spent a bunch of time there, I gathered enough criticism about it :D . First of all the best way to win is to avoid fights and just wait until everyone else defeats each other. Of course that comes as a challenge in of itself, so that's one way to play. Secondly it could really use indication of health, I see that I lose after bumping few times against others, but it wasn't really clear that I was losing hp, so the loss came as a surprise sometimes. Of course for some xyro blades I saw their parts fly off, but not for every one and it might of been my enemies. Actually these were only 2 criticisms, all other stuff is great. I really liked the unique styles of each blade, the upbeat music and satisfying physics.
Thank you so much! Glad you enjoy the game!
And yeah I agree, at the moment the there isn't a lot of gameplay mechanic to add diversity to the way players can play. Hopefully when I add more feature the gameplay will feel more dynamic. The health currently is actually shown by how fast the blade rotates, but I do feel that it's not obvious enough. However I am planning to continue my original plan to include a Stamina, Health and Damage bar. Stamina being regeneratable, while Health can't.
Very original use of the assets, love it! Reminded me of Beyblade which we used to play with as kids. Remember buying a metal one which was cutting holes into the plastic arena. Good times! Anyway, controls felt very fluid and destroying opponents felt very satisfying. All suggestions I would make (like health bar and ability to jump) were already mentioned in previous comments. Great entry, one of the best ones for sure!
Thank you so much, glad you enjoy the game!
I find it really fun assembling all the awesome Kenney assets and each having their own theme. Do you have any theme you feel would be a good addition to the game? 😄 Also for the health, I'm actually thinking of adding 2 types of "health", Stamina and Integrity (actual health). Stamina being able to regenerate while the other cannot. Though I'm not sure will this be unique enough.
Anyways, thanks for the feedback, appreciate it a lot!
Beautiful game! The controls were fluid, the music was fun, and the over all presentation was excellent! The top were amazing! I wonderful and original use of the assets!! I also really liked the speed lines. I know it’s probably a really simple effect, but it does really accentuate the sense of action in the game.
I do wish there was some way of knowing how much “health” I had. There’s obviously a mechanic where the tops break due to being hit, but given that I have no idea how much damage I’ve taken, I’m never really sure if it’s a good idea to go for the kill, or hang back. This causes me to hang back probably more than I need to.
The health bar wouldn’t need to be exact either. Maybe just show parts of my top coming off to represent damage, then, as I regain health, those parts can fade back on.
Beyond that, this is an amazing game! Well done!!
Hey! Thank you so much for streaming my game and the awesome feedback, really appreciate it a lot!
Glad you like the speed lines, it's actually made from a particle effects emitting a stretch out circle from Kenney's asset. Also, a little fun extra hint: the more "intense" the speed lines are, the more damage you'll do.
As many players has pointed out, I do feel that the current heath system need some improvement. This is especially true for the visual indicator, since the only way to know your current health is by the rotational speed of your blade. As a result this makes it not obvious and might not even work properly due to fps performance of different computers.
I was thinking of continuing my original plans to include a Stamina, Health and Damage bar. Stamina being regeneratable from environment interactions, while Health can't be regenerate but can only be reduced by fully charged attacks. (Either reducing to 0 will result in the player losing. ) However I fear this mechanic might be too generic? 🤔
Once again thank you so much, and glad you enjoy the game! Also really nice to see there's a streamer streaming game jam content from Kenneys' !
Hey LaksamanaTyfoon,
This is executed pretty well. The controls and movement felt right. I like how the tops look with their cool colours and shapes with a touch of randomness. I also like the audio you chose for collision feedback.
I could not tell whether this mechanic existed but I think it would be cool to regenerate the health when players move faster (Obviously, it needs playtesting to ensure balance in design.)
The pillar in the centre was a bit annoying as it blocked the view of a part of the ring, but the collision aspect of it is not bad since it affects the movement of player and NPC in a relatively good way.
I wonder how it would be to keep the destroyed tops on the ring for the whole round instead of deleting them from scene immediately. But don't make them affect the player's movement much, or at all.
It's a lovely game, and with further polish, it can be better enjoyable. Nice work!
Hey! Thank you so much for all the feedback, appreciate it a lot!
Yeah, unfortunately due to time constraints I ended up simplifying the mechanic a lot and polish what I have instead. Originally I planned for each Blades to have a Stamina, health and damage bar. Stamina being regeneratable from environment interactions, while health can't be regenerate but can only be reduced by fully charged damage attacks. (Either reducing to 0 will result in the player losing. )
As for the pillar, yeah I agree that it does obstruct the camera. I was trying to make it so that the camera zooms in front of the pillar when the Blade goes behind it, but not sure will that be annoying.
Actually I recently thought of a mechanic that could utilise all the broken pieces. Maybe the player can pick up nearby broken pieces and swirl them around you (like a tornado), which can damage enemies when collide with them. However enemies can do the same too, so you would want to rush back in to collect the pieces.
Once again thank you so much, I'll definitely polish the game further.
Yes the time constraint can be difficult. You managed to stick to and polish the core gameplay quite well.
Stamina, health, damage - I hope you find an immersive way to convey this information rather than slapping on a set of numbers in the corner of the screen.
When the tops collide, create some sparks or ripple like vfx; perhaps increase the vfx intensity depending on the level of damage inflicted.
Btw are the players meant to fight as many tops as possible? In nearly every round, I just moved around the ring waiting for the NPCs to destroy each other and then I took out the last one with ease.
Playing again, I felt that it might be nice to have the default view slightly zoomed out so that a bit more of the ring would be visible, but not all of it (leave some room for "exploration"). To be honest, I felt nauseous a few times when I was going around the ring a few times. It might be worth a try to have the camera static, although I think it might affect the "action" aspect of the gameplay due to reduced camera activity. You could also give the player the option to zoom in and out, set camera to static or whatever. I guess playtests might help. You do you.
Good luck!
Don't have to make the obvious reference here ;) The idea is pretty cool specially with the randomly generate tops but it is missing better user feedback. For example, I have no clue as to much damage I can inflict or receive and I kept losing not understanding why. Especially if the different tops will make a difference in how I should play it would be nice to see what my top is capable of doing so I know how to play :D
Thank you so much for playing! And the feedback! I'm planning to introduce all that and more now that the rating is over, though it'll take me a bit of time since I'm also busy with other stuff.
Very fun interpretation of the theme! Nicely done.
One small tip I'd like to give you for next time is to not have the music start with the loading of a new scene. Especially the menu, which is barely present anyway, has really nice music, but gets cut off instantly when you start the game. Also when the song is going strong, I would like to not reset it by restarting or playing again.
Just some food for thought. Otherwise really fun and well done! Great job!
Thank you so much, glad you enjoy it!
Thanks for the tip, and yeah those are very good point that I actually didn't consider much. Would you suggest that a rapid fading it to the next scene would make it better? And maybe when on game start there will be a count down from 3 and then the next music plays when the player drops. That might make the transition better? Perhaps I'll give it a try right now hahahah. Also that's a very good point about the game music resetting, I'll take note on that!
Once again thank you so much for the feedback! Appreciate it a lot!
I would personally just not have the music cut out, fade out or pause ever. The way I did it in my game, is to make a separate empty object in the first scene you load, usually the menu. Then put an AudioManager class (or whatever you want to name it) on that object and add DontDestroyOnLoad(this); in the Awake() function. This way the class is never destroyed between scenes and can just keep playing music. Then add an AudioSource component on there and just cycle randomly through an array of AudioClip elements, which you fill with all your music tracks. Here's the code for that if you're interested: https://pastebin.com/HM8QEfV4
But, of course, that's my way of doing things and the way I prefer. Ultimately it's up to you what effect you want, but maybe this gives you some ideas ;). I only learned of using DontDestroyOnLoad recently and it's been a gamechanger for me.
Oh wow, Thank you so much! Yeah I've heard of DontDestroyOnLoad() but never tried it yet, so this is what it can be use for, Interesting! Actually I might apply this for the scene between the main menu and Blade customisation. The the code is really clear, and yeah I can see it being used, especially during the arena I could cycle thru a variety of music. :D
Once again thank you so much! Appreciate it a lot!
Yea, exactly! I also use it to "transport" data between scenes without having to save it using PlayerPrefs or such. It's a very useful tool and one I should've looked at sooner in hindsight. Glad you can make use of the code. Good luck with it and your further development!!
Nice concept. You used assets well!
Thank you! Glad you enjoy it! Would love to add more variety of asset too!
A BR beyblade game is an interesting concept, and would love to see it become an actual game, each game starts with different spinning tops and could be taken further with more mechanics.
Overall a very fun arena game
Thank you so much! Glad find it fun!
Yeah, would be cool to take it further and make it multiplayer. It could even have different game modes, a Battle Royal / Arena mode, a 1 v 1 Duel mode, or even a Racing game mode hahaha! But yes I would first need to add more mechanics to make the individual blades more unique!
Procedurally generated pizza blades, juicy collisions, and speed lines for good measure.
What's not to enjoy?
10/10, would spin into oblivion again!
Hahahahha! Thank you so much! Glad you enjoy it! Love the way you word your comment! ^_^
I love the pizza blades too hahaha, any potential assets you feel would be a good addition?
Really creative use of the assets! The gameplay could use fleshing out like winning moves onto levels with more opponents.
I get to play as a spinning pizza, 10/10 in my book
Thank you so much! Glad you enjoy it!
And indeed nothing beats a spinning pizza hahaha. Looking forward to add more variety though, any assets that you feel like would be an awesome addition to the game?
I didn't know I needed this game. If you make a full version post jam I'm in to keep playing it.
Thank you so much! Glad you enjoy it!
I'm currently still messing around with the game, testing some features. Right now I'm working on trying to implement the customisability and the UI to go with it. But yeah, I'll make a full version of it after the jam is over and everything goes well. ^_^ So stay tune!
Wow, very fun game! I loved the presentation with the speed lines and the random customization. It would be interesting to see a full version, where the customization maybe changes how the top plays, Beyblade style! Really cool stuff.
Thank you so much, Glad you enjoyed it! Yeah the speed lines really adds to improve the game feels.
Also, I would love to continue working on the game as there is so many features yet to be implemented, especially the customisability. I'm just thinking of ways to make it more unique, different and stand out from conventional Beyblades games at the moment. Once again thanks!
Super creative, very well made.
Thank you so much, glad you enjoy it!