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Blazing Dreamer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #54 | 3.300 | 3.500 |
Use of the Limitation | #55 | 3.182 | 3.375 |
Overall | #66 | 3.094 | 3.281 |
Concept | #73 | 3.064 | 3.250 |
Enjoyment | #78 | 2.828 | 3.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Me (Zomare)
Software used
Visual Studio, REngine
Use of the limitation
The stages are procedurally generated, and therefore every playthrough is kind of unique
Cookies eaten
0
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Comments
Such a polished and aesthetically cohesive game! I love the bounce, animation and noise on death. Gets challenging quick, in a good way.
It's excellent, but some easy fixes which could make this 10/10 for me:
Overall a really solid entry, definitely one of my favorites so far. Good use of limitation.
Thanks,
I was stressed on time, so I didn't have time to add tutorials - I know it's problematic, it's going on my list.
What do you mean with high pitched track - Do you mean the music or some of the sfx. Mixing was never my strength
:>
Referring to the soprano instrument in the music which comes in a few bars into the song
Re: tutorial, makes total sense, and it IS in the description of the game and discoverable, so I was able to figure it out quickly. I think the bar is low for full tutorials, it's just a game jam after all :D
Got you and thanks.
As it turns out I didn't mix the lead instrument at all. Didn't realize, cause the song was also rendered louder than it originally was... wooops
Such a polished and aesthetically cohesive game! I love the bounce, animation and noise on death. Gets challenging quick, in a good way.
It's excellent, but some easy fixes which could make this 10/10 for me:
Overall a really solid entry, definitely one of my favorites so far. Good use of limitation.
I really like the visuals for this, and the music is quite good as well. Something about the gravity and trajectory of the bombs did make it a little difficult to get the bombs to go where I wanted, but it was an passable challenge. I did really enjoy gaining some semblance of mastery, and trying to hold the bombs for just the right time makes for interesting decisions. I also think the procedural generation does a good job at varying up the experience run to run.
I think my main complaint would be with the bomb's blast. It expands and goes away slow enough that it gives you some leniency in timing your throws, but at the same time, it lingers long enough that even 2-3 seconds after the bomb explodes, you will still lose when running through that area. Also, if there are blocks above you and you prepare a bomb, the bomb shows up under the blocks. Several times I couldn't tell when/if I prepared my bomb, and couldn't time a throw properly, usually resulting in a game over.
Overall good, fun entry! I think just a couple of tweaks can make this even better. I've done several runs and imagine I may open this up later to try to get further in (I was only really able to get to about stage 4)
Thanks for the detailed feedback
I didn't have a lot of time for this jam, so there wasn't alot of time for polish. The blast are one of the things that needed more work, I agree. I considered the possibility that the blast took to long to subside and even tried to change it - couldn't figure it out in time sadly, suboptimal code be damned. I personally didn't find the bomb hidden by blocks to be a hinderance during testing, but I can totally see that this might be the case - this is also an easy fix.
I might do some work on this game afterwards, so all feedback is greatly appreciated :>
The main character is so cute! I love the fact that it's bomberman but platformer, it reminds me of Pocket Bomberman for Gameboy Color
This was super cute, I really liked the pixel art and simplicity of colours but didn't really get how it fits the limitation.
Thanks
The stages you play are procedurally generated, so they are somewhat unique every playthrough. That's how I implemented the limitation, cause I couldn't think of anything else
Thats cool. Hey everyone has their own interpretation, but now you mention it after some playthoughs your right. Sorry after one playthrough I didnt notice
Difficult and really pretty! Very tough to predict where those red moving guys were gonna go, would have liked to choose the fuse length on the bombs. Lovely concept!
what red guys exactly? - every enemy is red...
Talking about the fuse length, I really don't know how I would have even implemented that in the control scheme and graphics. Also I consider timing of the bombs a central part of the gameplay plus holding the bomb was meant to enable you to regulate the fuse somewhat.
Thank you very much