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Hey Branko3000! That really makes my day, knowing that something we did inspired you to learn new things and create!

I`ve played Bomberhase but I couldn`t left a comment there or write on the feedback link (it says I don`t have access, probably need to set this up), but here`s my feedback:

Loved the colors and art in general, super simple yet well thought. Vibrant and exciting :D. The spin is also super clever, I imagine that you went with the same idea that we had (tower defense with something that keep you moving), but with a total different perspective. I think this idea has a lot of potential! About the design, the only thing I think it's not clicking is the bomb timer, I do imagine that one of your ideas was for the player to predict where the robot will be and position the bomb related to that. But with the current feedback, is really hard to read how the bomb behaves and how much time you have left for each bomb. Maybe if you put a literal number on the bomb that goes down until 0, or a bar that decreases, I think that would help a lot. (even to understand how the bomb spawn works, it was not clear to me if their time are random or based on something else). The other feedback is all about polishing, have enemies behave in ways that makes you play differently, or even different bombs spawning with different mechanics. I think there are a lot of things to explore on this idea, congratulations, I hope you keep working on this! I've managed to go until wave 9!

Hi,

Nice to hear from you! I initially wanted to rebuild Towerbag for learning purposes because it had just the scope I needed. But then I was like: You know whats missing? Explosions! So I added explosions. And a rocketlauncher. And rockets. And turret controls. And homing. And then was all way to complicated to play. And then it clicked and now the game is about dropping bombs as a pyromaniac rabbit.

I'll definetly add a decreasing bar to the bombs (and keep the flashing for extra clearance). I haven't yet got a good idea for bomb spawning. Currently it is a fixed pattern with 12 different places on the map, that is rotated through with 3 different bombs. That was to make sure there are always enough bombs on the screen. But I'm leaning towards a timer based approach that will just drop bombs from the sky... Same for enemies, they are super simple at the moment. One more every wave, get tougher and faster. Each one has a random seed between 0 and 1 that sets the toughness to speed ratio (the tougher the slower and vice versa). I'll try to think up some interesting interactions with the enemys and different bomb types next.

Anyways, awesome to hear from you and thanks for the tip with the feedback form, I forgot to make it public...

Branko i was browsing through gamejams playing interesting games and stumbled upon your comment, I quickly created an accout just to reply because i wanted to tell you that the game has a lot of potential, played it 3/4 times and with some polish it could easily be a great full game on steam or even as a mobile game, since for now is pretty short i would suggest taking a look at kingdom rush on the play store, as it implements replayability really well, oh and just to say i would surely buy the game on steam for 2/10 bucks.

Hi Quink, That is nice to hear! I have continued working on it but haven't finished a new version yet. I'll take a look at your suggestion, thank you a lot!