Woah, the art style was awesome! Really love the concept too! It took some getting used to but i got the hang of it eventually! It was pretty fun actually! Good game !
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Battle Bugs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (how good does it look and sound?) | #18 | 4.452 | 4.452 |
Originality (how interesting and unique is it?) | #40 | 3.871 | 3.871 |
Theme (how well does it fit the theme?) | #68 | 3.677 | 3.677 |
Gameplay (how fun is it to play?) | #89 | 2.935 | 2.935 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Twitch Usernames
yazzysnazzy, chryss5, N/A for the rest of the team
Comments
Near perfect game in my opinion aside from the collision errors. (Although the collision errors benefit the player.) I just don't know if its true to the Foddian genre as you just lose 100% of the progress with 99% of ur mistakes unless u get lucky. Frustrating rage game that works well with the designed mechanic and level. Well done everyone!
Wow I loved the art and the game was spot on for the theme! Also the loss of progress hurt me in my soul. The only part of the game that could be improved is the responsiveness of the click. When I click sometimes it would not start slow motion right away and then I would lose. Maybe try to not make a buffer for how long I need to wait before I click again, I think the game will still be hard enough.
It's not entirely clear where to go and what to do, but if you fix this moment, then the game is quite good. I really liked the design of the game itself.
I loved the aesthetic and theming of the game, but I just couldn't get into the gameplay. Maybe i just fuckin suck, but not being able to prepare your jump when in hitstun kinda ruined the experience for me unfortunately, I was permanently getting stunlocked and it was just no fun :( Still giving the game good scores in presentation and originality, but I think the gameplay and by extension its place in the theme of the jam suffer quite a bit due to the execution.
Gorgeous aesthetic, great conceptual twist on the genre, and fun to fly around with. But I unfortunately made the mistake of playing this on a touchpad and couldn't make meaningful progress at all.
While this whole genre is founded on difficulty and adapting to new controls I think it would greatly increase the accessibility of the game if activating the slowdown was a bufferable hold from anywhere on the screen instead of timing a press on the small character. Changing the need to click on the character also opens up analog stick gameplay for controller support, which is my preferred method to play with. Removing the need to time a click would obviously make the game easier, but I believe that giving more power to the player actually leaves room for even tougher design. The player would have enhanced capabilities to take on even higher levels of challenge, which can be considered during the creation of future levels.
If this game ever gets such an expansion I'd love it if this was even a selectable option in the settings (call it easy/assist mode if you will). Only typing this much because I think game has an amazing foundation and potential for more, much love to all the devs for their hard work over the jam. Looking forward to whatever comes next!
Thank you for liking the aesthetics of the game! You don't actually need to click on the player; you can click anywhere on the screen to play, if that helps! We definitely were discussing opening it up to controller functionality because the radial degree of control in controller (and honestly mobile) would be wonderful for a design like this. Thank you so much for your feedback and suggestions!
The art for this game is SO on point! Really great job on the space/mecha aesthetic! The map felt a little tight, so it seemed like no matter what I tried I was constantly getting knocked around with little time to react. That said I like the concept for the gameplay, sort of feels like pinball except you push the ball directly instead of using flippers. it's very unique!
I think the game has an interesting idea and it is very unique. The gameplay is really hard and I spent quite a lot of time in the beginning area. I love it how you put japanese into the game (although battle should be written as バトル, haha). Anyway, the artstyle and music are just "sugoi" so is the animation, when you start the game.
A really nice game;)
Really unique theme and great execution, but god it is difficult lol
Stunning visuals man, just wow. The gameplay was nice and what a good song! Good job guys!
Played this for a solid 46 minutes, still haven't won yet.
I really like the visuals the environment, menu and art is just mwah. Music is banger as well my only dislike is the lack of a pseudo checkpoint other than that first bouncy explosion.
Overall Incredible art director wonderful music and fits the fodian theme quite well.
Wow, it's an honor that the game kept you playing for so long!! :000 Super happy you like the theme and atmosphere! C: I think we kept the checkpoints minimal because the level is a little bit smaller than what might be the norm, but it definitely could do with more breathing room, thanks for the suggestion. C: Glad you liked our interpretation of the game!
The visuals and music on this game are wonderful! I love the aesthetic. This game is incredibly challenging, and once I got a hang of the controls, they were very intuitive and didn't get in my way; failing was entirely my own fault. This is a great game!
The first problem with a foddy game that goes down instead of up is how does the player lose progress and go back up. I really like the way you dealt with this problem by having the player get damaged and knocked back by the ships. The visuals of this game look great and remind me of Gundam. you did a Really good job on this game.
The visuals and music really compelled me to get to the end. I loved this entry! It was a bit short but I think the level of punishment for messing up made sense for it. Very well done :)
Thanks so much for playing through to the end! Glad you loved the atmosphere, and that the punishment still motivated you to finish! If you're looking for a longer experience, the intention was to motivate the player to replay until reaching the true "optimal" number of launches-- which was mean to be 35! Currently the game will give S ratings to everyone (feature, not a bug of course LOL) but post jam the cap will be at 35.
Really love the art and the theme of the game here. Very unique and cool! Awesome job!
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