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A jam submission

Base Destory (Game Jam)View game page

Twitch Team Indie Game Developer Game Jam
Submitted by EightBitsaByte — 4 hours, 11 minutes before the deadline
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Base Destory (Game Jam)'s itch.io page

Results

CriteriaRankScore*Raw Score
How well it adheres to the Theme#32.7502.750
Fun to Play#52.2502.250
Originality#52.7502.750
Accessibility#61.0001.000
Presentation (Audio and Visual)#61.5001.500
Overall#62.0502.050

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • It's a delightfully simple game with very intuitive controls. The game is the theme well. Explosions do indeed make it go. The game is enjoyable for what it is. The first two loops are enough to understand the game and feel satisfied that you have completed it. The lack of accessibility options makes it difficult to comment on. A simple volume slider could have gone a long way here. A fun twist on a classic base destroy archetype. Having to choose between soldiers and the base makes you think twice. Visually, the game feels rushed and unpolished. The only audio was the explosions, which sounded great. Some ambience or background music would have done wonders as well. I feel like a cranking noise when aiming the cannon would have been fun.
  • It might be a simple game, but it has a gameplay loop, and even a bit of strategy - when to focus on the building vs the approaching soldiers. The lack of any volume control in a game centred around explosions was very noticeable, same with visualising the trajectory path. Had you not been so restricted on time, I feel things like animations, background music, etc would've made it in to the game, which would have improved the experience.
  • Theme: While technically explosion do make cannonball go, I don't really think that alone ties this game to the presented theme. Fun to Play: It's difficult at first for two reasons: - There isn't some kind of line that traces an expected arc for the ball - The ball doesn't actually aim at the mouse, just kind of towards it This makes it pretty hard to know what to expect from the ball when you fire and really just leaves you to guess at what will happen. Having said that, the ball has really interesting physics and it's exciting to see what it will actually do. Hitting a red dude 5 times before the ball despawns feel good. Losing the game gives you a popup window saying you lost and clicking it resets everything. Winning the game gives you a popup window saying you won and clicking resets everything *except the red soldiers**. Their placement and number of hits to kill remains, which means you are on the backfoot should you decide to play another match. Accessibility: There are no accessibility features in this game. No audio controls, no variance in the explosion that plays when you fire, nothing that displays where the ball will go. The enemies red silhouette and the small black number made it impossible to read for my partner who is red/green colorblind. Originality: All in all the idea is unpolished but original. Having one big gun that you need to use to take down the enemy base while their people swarm at you, all in what is essentially a turn-based system, is pretty cool. Audio and Visual: As mentioned before, there is no way to control the audio in this game. What you get is what you get. This makes it incredibly abrupt the first time, and you probably have to adjust your audio on either your PC or your speakers to continue playing. It's the same explosion sound every time which quickly leads to audio fatigue. Visually, your game is aesthetically jumbled. Your background assets are gradients with no outline except for a big boulder behind the enemy base which does have a thin black outline. The enemy base is chunky pixel art. The enemies are shrunk down with a black outline. Visual cohesion is difficult but important when building a scene. Sometimes if you need to make pixel art stick men to keep everything looking like it all came from the same place, you make pixel art stick men lol.
  • Gameplay was simple but well contained. Overall, a little too easy and short, it definitely felt more like a proof of concept than a complete game package. The bounce physics were very satisfying, especially being able to skip the cannonball off infantry before hitting the base. The audio and visual elements could use more polish. Would have liked some visual indication for adjusting the cannon as the mouse moved. It wasn't immediately clear if game over was when the infantry reached the cannon or the edge of the game screen. I think it's a solid starting idea and, with more time to add additional base elements and polish the components, it could be really fun.

Team Members
Solo Developed by myself (EightBitsaByte)

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Comments

Submitted

The concept of this game poses some interesting strategy ideas where you are balancing what you target to get further. Really just needs a bunch of polish at the end of the day, as well as some more content, as there isn't much replay-ability to it.

Submitted

It's a nice small game but in its current state does not have much content and has some quality of life features it lacks which makes it not as fun to do rounds of

If you want to see my playthrough at any point its here

Enjoyability 3/5

The content that is here is nice and was good for the one playthrough to figure out what to do but theres not a lot of content and theres some missing QoL features that detract from the experience

Possible post jam improvements:

- Add a peggle-like aiming indicator for where the bomb is going to go and rotate the cannon to match to add more weight to the aiming

Accessibility 2/5

Theres not much in terms of accessibility features here but the core controls and visuals are fairly accessible

Possible post jam improvements:

- Volume sliders to control audio levels

- Letting people adjust things (and getting introduced to the game) before getting thrown into gameplay

- Let people fullscreen the game instead of it being a static window size

Originality 3/5

The game concepts been done a bunch with just aiming to destroy things but theres some original concepts in what was done for the game including the balancing between hitting units and the back building and trying to combo to get as many units as possible before hitting the building instead of just hitting it

Visuals 3/5

The art for everything individually works and you can easily tell what everything is but theres a clash in styles between different objects. The building has a thick border and has much larger pixels, things like the units have smaller pixels and a thinner border, and the background has no border which overall makes it look unpolished together. Things also tend to teleport currently (e.g. the units moving forward) which would benefit from something like tweening the movement to make it more apparent that thats whats going on at the bottom

Audio 2/5

The sounds that are there are nice (the explosions) but theres a lot missing including a background song to fill up audio space and other sound effects

Submitted(+1)

Congrats on submitting this entry! Glad to have jammed along side you.

Interesting little game where you have to decide to commit your precious shots to the object or defend yourself.

A few little animation could go a log way for improving game feel. Such as moving the soldiers or adding a kickback to the canon!

Theme wise, while the cannon does indeed explode it did not feel like it was core to the gameplay.

<3