Surprisingly good execution for such a simple concept! I saw the leaderboard and it motivated me to get on there, but never got higher than 24.
Play Dodged!
DODGED's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1743 | 3.465 | 3.465 |
| Audio | #3144 | 2.946 | 2.946 |
| Artwork | #4349 | 2.922 | 2.922 |
| Creativity | #4919 | 3.039 | 3.039 |
| Narrative | #6794 | 1.783 | 1.783 |
Ranked from 129 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The looping gameplay of Bullet-Hells.
(Optional) Please credit all assets you've used
Music Used -
- https://freesound.org/people/hmmm101/sounds/335569/
SFX Used -
- https://freesound.org/s/686142/
- https://freesound.org/s/598721/
(Optional) What would you like to be called if GMTK features your game?
BTB Studios
Comments
felt pretty tight and easy to control- love the aesthetic too. very early 2000s internet vibes. the box despawn/player death sound was a little jarring, but the backing track was a bop. nice work!
First of all, the game was really easy to pick up to play, but I've had a lot of frame drops which didn't give me any time to react on any of the boxes, which teleported straight into my mouse.
Also it felt like the hitboxes are too tightly placed? It could also be because of the frame drops, but it did really take away the fairness for me...
Had some time to figure it out, but really cool, fun, and simple! Great music too
Well done guys 🔥
We would love you to try our game, and we would appreciate your ratings 🙌
Instantly fun and honestly the difficulty feels nicely tuned! Really enjoying all the Love2D games in this jam <3
It is simple and executed well! but realistically it doesn't have much going on. There's no story, I'm not really understanding the idea of a "loop" here, especially when the trail is bugged and doesn't load after the gameplay starts.
Mouse movement is very janky for a dodge based game, I think WASD or arrow keys would've been a better implement for this game. I also would've liked to see more visuals / colour introduced into the game. Otherwise visually its quite boring to look at. There's no variety in enemies, no particle effects etc.
A couple seconds of gameplay was all it took for me to get the idea of the game and didn't really gave me a reason to keep playing. I understand its supposed to be a "high score" game but there's no real reward, and it seems like its either super easy to get a high score or difficult to get a high score for certain people. I noticed in your reply to someone who got 30 points quite easily defeats the purpose of your game which I think is a flaw in of itself as it should get more challenging for people who are good at dodge based games or games in general.
All in all its still a good game but could be a bit more polished.
What doy you mean the mouse movement is janky? It's perfectly aligned to your mouse, and is a pretty good control scheme, but did you manage to have any bugs with it?
The trail is bugged has been a known problem that is just due to a weird web build, but there shouldn't really be a story in a game like this.
The high score should also be incredibly difficult the longer that people go, just some people are naturally good enough to avoid the theoretical greater difficulty of later in the game, so I may need to adjust the curve slightly.
Glad you still liked it, hopefully it was still fun for you even without these issues, might I ask what score you got though?
A really simple concept executed fairly well - I got 20 points but didn't really see a reason to keep going. There are a few major issues:
- the hitbox is waaaaayyyyy too big, for rage game you typically want stuff that can damage the player to have a hitbox that is smaller than the visuals. It actually feels like the hitbox is bigger than the visuals here 😬 it might not be, but there were definitely times where I thought
- There was a trail that happens when the character spawns but then seems to get disabled - I'd have liked to have seen that persist through gameplay (it would make the "loop" implementation more obvious too)
- Mouse-based movement like this doesn't generally "feel" too good, it's weightless and not particularly satisfying to dodge things
- The gameplay is overly simple, it would benefit a LOT from a single button press to go invincible for a second, even if it had a pretty long recharge time it would help with game feel and it would be really satisfying to get a clutch invincibility dodge. You could even drop one invincibility charge as something for the player to collect every 10 points or whatever, to give the player something else to do
- There is no variety whatsoever, I got the whole experience from 30 seconds of gameplay and there's no reason to go back. I want to see a bunch of different enemy types! Maybe you have to kite a few smaller enemies into a bigger one to take it out, that sort of thing. Anything to add some variety.
- Visually it doesn't really have anything going for it, sorry. I know it's a jam, but visuals can add so much life to a game like this - look at Geometry Wars for inspiration! Particles when enemies die, changing colours in the background, background elements that move as you move past them, that sort of thing takes a game like this from being pretty forgettable to something that you keep coming back to!
I hope this doesn't come across too critical, I think there's a decent little idea in here struggling with lack of... game... to really make it shine 😅 feel free to reply if you ever implement these suggestions and I'll give it another go!
Thank you very much for this feedback! 30 Points is amazing, so likely you didn't keep going just due to already having a really good high score, in a high score based game. Though I would like to respond to your issues.
1. The hitboxes are actually a tad bit smaller than the actual images, though seeing as multiple people have complained I will shrink them.
2. The trail was actually a bugged that happened right at the end due to the web export, but in the testing it was working.
3. Honestly without the trail, I do very much so agree with you. It was really the main way I made it feel good in testing and without it, it really does numb the experience.
4. Honestly people have been using the pause in a similar fashion to that (something I did encourage by calling it dodge down in the description), but I do understand what you mean, I honestly did want it to be as simple as it was.
5. The 30 seconds of gameplay to experience the whole game is very reasonable, but for a Jam, most people aren't likely to play for more than a few minutes, it was also with a "lack of variety" just due to me not really knowing how to add good variety, more enemy types is just the same game but with slightly more, and that didn't feel all too creative.
6. Yeah visually I didn't really have a style till the very last minute, which made it very difficult to do it well, but I just tried to keep it as simple, and as clean as possible, but yes that is a point I should've improved on.
Honestly I feel like a pretty major reason you also didn't have that much fun was just due to scoring well at the start, it's a game meant to challenge you, and getting 30 points in the first few runs kind of fights that purpose, but I can completely, or partially agree with you on all of these ideas, thank you so much for rating it honestly, I hope to make it more enjoyable for my next game!!
Simple but fun! I really like how you have to get the enemies to crash into each other! Very satisfying!
Really pulls off that arcade feel, a fun short game didn't get to many points but nice to see the blocks follow my guy.
Took me a few tries to get the hang of it, but became quite satisfying! Feels great once you get into the right rhythm haha
a visual indicator that an enemy is about to spawn off-screen would have been helpful!






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