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Barbarian Bistro's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #16 | 3.700 | 3.700 |
Graphics/Animation | #35 | 3.800 | 3.800 |
Fun/Design | #54 | 3.400 | 3.400 |
Overall | #65 | 3.190 | 3.190 |
Technical Implementation | #123 | 2.550 | 2.550 |
Theme/Limitation | #138 | 2.500 | 2.500 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Barbarians are bistro workers... and fight mobs on their breaks!
Team Size
Quartet (4)
Completeness
Complete Game
What tools did your team use to construct the game?
Unity, Visual Studio
Which art and audio did you / your team NOT create?
All art & sound fx were from the asset store. Linked assets on game page. Music was created by us.
Which art & audio did you / your team create BEFORE the jam started?
None.
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Comments
Nice game, a health bar for each character / enemy could help to play. Good job
neat. I enjoyed it. The fail screen was a good touch
I think at its core the design is sound. Sound is good and graphics are very pretty, with everything fitting well together (though why are the swordsmen carrying fish?).
However, I experienced a number of minor issues. Firstly, as others have noted, there's no warning when a character is about to just walk away. Some kind of visible timer would have been helpful. Secondly, the fact that characters spawn so far from the left side of the screen means that they will often be unavailable to confront enemies they need to urgently confront. Thirdly, characters move and sometimes inexplicably fail to attack... it just feels like they lack urgency.
A great entry into the jam! UI and everything looked and felt great, the game was responsive as well. There was mainly just a lack of communication about how/why the heroes were leaving, I would have liked to know how long they were going to stick around, as well as enemy health. I think Arroslin is spot on in his critique! Fun game, well done!
A well-designed game core mechanic of a strategy defense game. Not intuitive as to what happens with your troops at first so adding a morale bar would help clear up the confusion. And also a health bar for enemies to turn on once they take damage.
Characters on screen compared to the overall screen size are small so adjusting their size could improve player’s focus on the gameplay. Along with adjusting the amount of unused screen space (skies) to further, improve the attention to the game.
Overall, an excellent thought out idea and implemented. The gameplay is fun and choice selection of order execution to obtain most cost-effective solution in game feels rewarding. Well done!
Rated this very highly. I can see the inspiration from Age of war. Though units may not attack sometimes, once that is polished out this game has potential to be a amazing upgrade to an old classic.
This reminded me of old flash games and I love it!!!
The art is beautiful and I love the gameplay! Slight bug when an enemy started attacking the stand my dudes couldn't hit them they just walked forever lol
Incredible Job :)
It took me a couple of tries to understand the and then finish it, but after it made click it was quite enjoyable.
I love the art style, although a nice background or some moving clouds would have been great too. Especially using physics for arrow was a good choice. It was nice to see how the arrow bounce off of stuff and fly in random directions. Nice little detail I really like.
It was a bit hard to distinguish my troops and the enemies and there were some visual glitches like faces of my troops are not visible anymore if a knight is behind them and the knight started to moonwalk when he left the screen on the left side and did the whole moonwalk until he left the screen on the right side too while at the same time bashing enemies.
I think with some polishing and a bit more gameplay depth this could be really cool.
Great job!
Memories of age of war and stick war... very fun, although sometimes a bit frustrating to see your units not attack
Very fun, and weirdly addictive. I didn't really understand why the NPCS wouldn't attack when enemies were behind them. The art was nice (although a cool background would have been well, cool). And the tactics were quite interesting
This made me think of Kingdom New Lands or Age of War with the unit development and battle simulation. Pretty fun idea with a good sound track. One suggestion is to give more information when your NPCs decide to leave, I realize now they're on a timer but it kinda felt random without a visual or audio tell of what they were doing at first.
Also like some of the other comments said, a little touch up on the AI and this is a pretty solid game.
Very interesting idea. I've had an issue with my guys missing the hitboxes of enemies completely.
Interesting concept, I had a few issues with the button's hitbox being to the right of the actual button, and my guys never killing enemies when they were attacking the base.
Great idea! I took a bit before I got the hang of it. Some balancing and a more in-depth tutorial or just some info would help. But fun game.
Looks and sounds awesome! Fish for a sword made me chuckle.
AI is terrible and makes it very frustrating. Only half of my guys attacked intruders, and most of them just ran away after some time for no apparent reason.