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A jam submission

Random Bulls**t Go!View game page

Throw Random Loot at your Enemies!
Submitted by Juliana Nuñez, MicheleQt (@MicheleApenas) — 1 day, 20 hours before the deadline
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Random Bulls**t Go!'s itch.io page

Results

CriteriaRankScore*Raw Score
Charm/Individuality#83.3003.300
Asset (ab)use#103.1003.100
Overall/Fun#102.9002.900

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation
The game's dungeon is divided in layers you descend. There are 7 levels, just like there are 7 layers to the mushroom on the image.

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Comments

Submitted(+1)

What a fun combat mechanic! So silly and yet offering some things to think about with the roguelike level up system. Had fun with it, though I never got to finish it. I think the control scheme sabotaged me often and I lost valuable moves strafing instead of turning and viceversa (habits...) and often died because of that.

Submitted(+1)

This one was neat, the combat system took some time to figure out but otherwise made for something unique that ended up being deeper than I initially expected. The controls are tight although I prefer Q-E turning and "turning" taking a turn lead to some increased difficulty when some of the enemies already seemed overtuned.

Submitted(+1)

Its surprising how a few simple rules can turn into several interesting choices (speaking about the combat)  IMO the combat was actually much deeper in mechanics then it seems on its face with its simplicity on the surface.  You managed to give the player very interesting choices and you made the combat tie into the exploration well by collection more S*** - strong game loop - Great work!

I think the input was unconventional and it detracted from the ability to control the character.  Also the monsters seemed inconsistent in their difficulty - i think some were taking turns before me?  

With a few tweaks I think the game would would be really interesting, slap on an engaging story and some more player direction as to why to keep progressing and you've got yourself a fully unique game.

Submitted (1 edit) (+1)

Great job with this game!

I really loved the “go” sfx vibe, added so much to the game!

I feel like turning around can be made non-blocking, so the movement will be more responsive this way, otherwise movement wise it felt nice (except that turning and strafing was switched relative to what it’s usually are).

Combat wise I started to develop strategies, which is great, but it feels like if you make turning a non-turn-provoking action it will make this game even better. Plus I’ve noticed that enemies in most cases acted before you (which felt a bit wrong), but sometimes they acted after you, so it was harder to plan ahead.

Music, overall vibe of the dungeon, throwing random things at enemies, it all felt great!

Here’s my play-through, I haven’t finished the game though:

Jam HostSubmitted(+1)

Very creative theme interpretation. I liked this game. It had just the right combination of strategy and mindlessness for me, and the levels were a very good size. Personally I prefer a different control scheme but I got used to it (I would guess maybe 1 in 15 crawlers each annual Dungeon Crawler Game Jam use the same control scheme you did). 

I've played twice and I think I made it 5 levels in? I'm going to revisit again to try and beat it.

Jam HostSubmitted(+1)

It was a cool little idea of throwing all that you find at the enemies. The controls were really hard to manage unfortunately (non-typical use placement of strafe vs turns and that S didn’t back up). It did make the enemies much harder than intended due to me pressing the wrong buttons all the time.

There were some oddities with the enemy behaviors too in when they were allowed to attack and when you could wait for them to move closer and when you couldn’t.

I think I might have gotten to the final boss? Maybe? But unfortunately I died. In part because I had to turn around to face it. And that I think was a bit unexpected too, that turning cost a “turn”. Same for accidentally walking into them or a wall, i.e. attempting a move that wasn’t allowed.

But I did enjoy playing the game, placing all upgrades on a single type of item. As I said, a really interesting battle system that could be expanded and elaborated on.

Playthrough:

Submitted(+1)

I agree that the S key is very deadly :D definitely an action that I wasn't used to lol. I think the combat mechanic is very neat, and it opens up some interesting choices regarding upgrading 1 item of balancing upgrades across all 3. The game does seem to ramp up in difficulty rather quickly, where if you're unlucky you can get hit for a lot of damage before being able to strike back. I didn't manage to make it to the end but I did enjoy the attempts I made :D good job!

HostSubmitted(+1)

Neat game!  The upgrade choices were interesting.  It was a little hard to tell if they were working (I had Staffs up to 5 damage, but I saw a `3` whenever I attacked with them, and my relics said 1 damage, but I also saw a 3 when attacking with them... I think?  It was hard to see because the numbers fly by so quickly though....).  Having S bound to flipping 180 degrees was deadly!  I kept pressing it whenever I wanted to take a step backwards and the enemy would get 2 free hits on me :(.  I think I died on the final level (was fighting the balrog-y guy).  It would have been nice to have a "wait 1 turn" button, I always seemed out of step from where I wanted to be relative to the enemies, but that made it challenging.

Developer

Thank you so much for playing our game, we are very happy that you seemed to enjoy it!