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Big Bonkers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #3 | 3.671 | 3.850 |
Gameplay | #3 | 3.814 | 4.000 |
Modifier | #9 | 3.719 | 3.900 |
Graphics | #10 | 3.814 | 4.000 |
Sound | #12 | 3.432 | 3.600 |
Overall Bad | #13 | 3.909 | 4.100 |
Overall Good | #15 | 3.337 | 3.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
You combine the suggestions that you get after each round.
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Comments
This was neat, some poorly drawn sprites and dumb sound effects topped off by a variety of enemies and a unique mode of attacking. Very cool!
I liked the way the modifier was implemented too, where you're having to combine the positive and negative suggestions thrown out each round.
I only managed to get to wave 10 at the most, and I never amnaged to actually beat the boss. I had forgotten the key for dashing and ended up dying to the dropped spike balls.
Overall I enjoyed this and definitely thought it fit the bill of "so bad its good", good work!
thank you for your comment
Really creative use of the modifier! The gameplay was pretty original, it was fun to move the mouse to attack instead of just pressing a button, and the suggestions were a good way to make the gameplay more strategic and varied. And the boss fight was incredibly well-made, with plenty of different attacks and phases. My only complaint is that the gameplay was a bit frustrating at times, although that might just be me sucking at the game lol. Either way, great entry!
PS: out of curiosity, is the Boss based on the Void from r/place?
Thanks for the feedback and yes the void was the inspiration for the boss design. Or I should rather say I put the r/place void in paint and did my best to draw over it.
Lovely entry! It kinda reminds me of The Binding Of Isaac if the developers of Isaac just didn't give a fuck about balance 😅
I think the upgrade system works really well, and some of them are very funny! The green suggestions are great, and the orange ones frustrating 😅. I feel like the orange suggestions are completely off the rails, and can lead to situations where all 3 options boil down to "ur gonna die on the next turn" 😅 I feel like one thing to consider would be limiting the effects of all the orange suggestions to a single wave (things like drugs, or try, can be a fun challenge for a single wave but get annoying as soon as you realise they're not going away any time soon).
The boss battle is really cool, and there is a lot to like about it! The dash really comes in handy to avoid the hands, and the sudden gravity for avoiding the boulders works seamlessly. I'd say the only time it gets frustrating is when the shooting enemies arrive, and then it goes into hands/boulders, where it's extremely difficult to avoid both entities, or quickly deal with the shooting enemy, making it very easy to die.
Overall though I thought this worked really well and is a nice take on the modifier. Thanks for submitting!
Your first sentence summs up my game pretty well.
Your suggestions to balance the orange guys sounds pretty good and I will probably use it as a base for reworking them if I decide/ get the time to do it.
Thank you for the feedback.
That was an alright game.
I found the janky means of attacking to be rather thematically appropriate, and I found the whole roguelite feel of the game to be rather interesting. The boss fight suddenly changing how movement works was also a rather pleasant bit of unexpected spice.
Not entirely sure what the dash is supposed to do, and it was pretty obvious that success was mostly determined by how frequently boons were offered instead of the red/orange guys. Perhaps you could set it up such that the first couple of rounds have green guys, then there’s red guys, then another wave of green guys, then an orange guy, then RNG from there (just so the first bit of the gameplay session is a bit more bearable). Also, it did tend to get a bit frustrating when the boss fight repeatedly went into the ‘unable to attack the boss’ phases without any opportunities to fight back being offered. Finally, it was a little bit frustrating when one of the gun enemies was hanging out barely off the edges of the viewport, because, if one’s mouse went outside the viewport in an attempt to point the stick towards that enemy, the game would cease tracking the location of your mouse (whilst they would still be free to retreat and keep shooting). Therefore, some means of preventing the enemies from hiding out of bounds like that would be appreciated.
The core mechanics are solid- it's unusual that you literally hit enemies with the stick but it's pretty fun once I figured it out. I couldn't remember the dash key the first time around, but the second time I did and it worked well. The idea behind the theme implementation is really interesting, though...
The game is really RNG-heavy, which I hadn't expected and wasn't a fan of. I made it to the boss the first time around, ran into some kinda glitch which made my character fall to the bottom of the screen and become basically uncontrollable, and lost. The second time around, I got bad modifiers including "double enemies". I'm not sure if it was that one or another RNG thing but I ended up facing off against an absurdly large amount of enemies and didn't make it past that round.
The graphics and audio aren't good, per se, but they're about right for SBIG Jam.
Thank you for your feedback.
To clear up the boss fight Thing, the boss has an Attack where you get gravity (idk how I should word that) and spike balls fall from the top. I think that that's the glitch you were talking about and that is intended but to be honest it's just not explained very well. The gravity should end after the last ball dropped and you should get your normal controls back.
I think the RNG problem comes mostly from the orange guys. I was hoping they would bring a bit of chaos into the game but their suggestions are too much and because of some bad time management and over scoping on my part cheaply implemented. Maybe I'll balance everything out after the voting period ended if I still have the motivation to do so.
Great entry imo. Despite looking, sounding, and feeling like a shitpost to play it's got genuinely interesting gameplay behind all that. My only real complaint is with the orange suggestion-ers - whenever they come up you kinda just have to pray they don't make you choose between 3 run-ending conditions (die, 1 life, and tiny weapon). The boss would also probably be really annoying to fight past the first encounter if you couldn't just go to the top of the screen and hit it while it's hiding, and most of the upgrades (and downgrades, for that matter) feel unimpactful but it doesn't really take away from the experience. I also liked your creative implementation of the modifier
Thank you for your feedback.
The orange suggestion-ers where supposed to bring some Chaos into the game but I ended up having some time problems and they ended up being way too unbalanced and I used the ideas that were quick to implement and didn't manage to balance them right/ implement some things that would've taken more time.
You are definitely not supposed to hit the boss while hiding. I wasn't aware of this, you are the first one to figure this out.
As of right now I probably want to fix the balancing issues and maybe the boss bug (if I think it makes the fight too easy) after the voting period but that really depends on my motivation to keep working on this.
Actually pretty fun, but wow, that boss is tough. Great job on the graphics and I loved the main menu.
Thanks