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A jam submission

MeatboundView game page

Unravel the meat dungeon!
Submitted by Level 100 Games Studio, Júlia Arruda, ashcrysis, Elfa, Juia (@juiaart), catmac, Producer Zee — 13 days, 13 minutes before the deadline
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Meatbound's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#24.5004.500
Gameplay/Design#63.7503.750
Overall#73.7503.750
Audio#93.7503.750
Fun#143.0003.000

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

What would you like feedback on?
We’d love to get feedback on gameplay, overall concept, and level design. Right now, we’re working on a vertical slice build and going through a rebranding phase, so it’s super important for us to know:

- What feels right and engaging?

- What feels off or frustrating?

- What areas could use improvement or polish?

We’re also open to suggestions for new features or content you think would make the experience stronger. Any thoughts, big or small are really valuable at this stage!

What did you update?
We’ve been busy improving both gameplay and stability! New content includes the Falling cutscene to give more narrative context, clearer room entrances, extra loot in the Sanguinária, and even the ability to attack during dash. We also started testing a tutorial to teach the basics.

On the fixes side: controller swap issues were addressed, boss HP and inventory now save properly, money no longer resets after death, and the Artificer revives correctly after dying in Sanguinária. We fixed cases of invisible walls, hidden merchant entrances, and ensured the pause menu works as intended. Visuals also got polish, like the red bubble in the meat field.

Behind the scenes, we’ve been optimizing the room save system, reworking scene structures, and cleaning up code to make the project easier to expand. All of this is part of our ongoing effort to make Meatbound more stable, scalable, and fun to play!

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Comments

Submitted

Incredible visuals! Really looks like a professional game already! Oo The sound design was also top-notch, and I really love the game’s setting.

I played with mouse and keyboard and while it controlled well it took me a while to figure out what buttons to press so it would be nice to include the keyboard keys on the instruction graphics. I also found only being able to shoot were your looking a bit frustrating and would much prefer being able to aim freely regardless of my movement direction.

The enemy variety was great, but I would make it so that projectiles of enemies de-spawn after some time and/or of the enemy that spawned them dies. With the projectiles staying in the level forever the bat and horned enemy felt a bit unfair as the projectiles could block your path and force you to take unavoidable damage each time you cross their room. You also should probably try to make the rooms a little bigger with no enemies directly next to the doors and/or give a short period of invulnerability when entering a room as you sometimes would directly take damage when entering a room with no time to react. The shop with consumables and stat upgrades was a great idea, I would love to see it updated with a randomized selection and some more unique combat upgrades.

All in all: really great work!

Submitted

Let's see what we have here. 

- The Graphics are Amazing! Wow! 

- Gameplay and controls are a bit off, can't change the button mappings, and pressing the wrong button is quite common.

- Enemies can combo you to death in 2 seconds. And those "Enemies" are suddenly moving hostile boulders. Wow!

- Merchant available, but I have no currency to trade. Wow!

- Loot can't be picked up. ULTRA WOW!

- Dodge: animation of rolling comes after the movement. Should be played during the dodge, not after.

- I don't know how can it be better, I can't pass a first biome.

And here is a gameplay recording for demonstration of how the game feels. Note that I stand for "I have three lives/attempts" for this game.

Submitted(+1)

I like the concept of a mimic dungeon. It is a great setting.

Picking your character was in Spanish, while everything else was English. I played solo with the artificer.

It would be nice if there was a visual aid to keep track of your ammo, and more so, the reload delay.

It was interesting using the mouse or right stick to aim, but having the character only able to shoot in front of them, resulting in needing to better coordinate your shooting and movement. I like the concept, though it will take a bit of getting used to. It would be nice if while moving they had at least some ability to shoot other than straight ahead. Maybe 15-30 degrees off center to either side. Having to run out to where the enemy is shooting you and stop, then line up your shot was frustrating. This was most notable when needing to get around obstacles requiring facing the wrong way and unable to be shooting as soon as you cleared it, but stopping guaranteed getting hit. Maybe with more practice I'd work out a better strategy, but it felt like there wasn't a good way to hit many of the enemies without taking a bunch of damage and needing to heal.

I started playing with a gamepad, but as the room with the merchant loaded it stopped working and I switched to keyboard and mouse. I wasn't sure of all the keys, so pressed things to figure out what I could. Other than not being sure of the keys both seemed OK ways to play. 

Developer(+1)

Hi! Thanks a lot for taking the time to play and leave such detailed feedback, it really helps us improve.

  • About the language mix in character selection, that was our mistake, we just forgot about adding translation there during the game jam xD, we’ll make sure to fix it in the next build.

  • Ammo/reload indicators are a great suggestion, we’ve already been thinking of ways to make resource management clearer, so this definitely reinforces that.

  • Regarding aiming/shooting: we wanted to encourage positioning and movement strategy, but we see how the straight-ahead limitation can feel frustrating in certain situations. Your idea of allowing a small angle offset is really interesting, it reminds me of enter the gungeon, and we’ll experiment with it.

  • The controller issue in the merchant room is definitely a bug, thanks for pointing that out! We'll investigate and patch it, if you have any extra details please share, for example were you playing the windows build or the webGL one?

We’re glad you enjoyed the game concept, and your notes give us a lot to work on. Thanks again for sharing your thoughts!

Submitted(+1)

I played the web build. I'm on Linux, and my browser is Vivaldi (Chromium based). My gamepad was an 8BitDo Pro2 connected via USB in XInput mode. I have seen it occasionally have a disconnect issue, but not recently, and most games seem to be able to pick it back up after the short disconnect. It happened during the transition, so I don't know the exact point when it happened, and when I looked at the controller it was connected and recognized. I tried unplugging and plugging it back in, but it still did not detect. I just did a quick test on the title screen and it handled the unplug/replug just fine there, so I'd guess something during the transition itself.