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A jam submission

Weave & BobView game page

Submitted by anttihaavikko (@anttihaavikko) — 5 hours, 54 minutes before the deadline
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Weave & Bob's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#284.0484.048
Audio#333.6673.667
Overall#733.4293.429
Gameplay#783.2863.286
Innovation#1043.2863.286
Theme interpretation#2412.8102.810

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/anttihaavikko/weave-and-bob

Game description
A metroidvania with (hopefully) fun physics based movement and where your main offensive tool is also a means of mobility.

Theme interpretation
There's waves of enemies, the enemies themselves more in (trigonometry) wave patterns and there is also loads of minor wavy things.

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Comments

Submitted (1 edit)

My playthrough thoughts:

  • The graphics, sound, and overall polish are at a publishable level and far exceed other games in the jam.
  • Controls didn't need to be explained and just worked the way I intuited.
  • The character feels clumsy and imprecise to control, with inconsistent jump heights, and can sometimes get caught on corners or even briefly "unravel".
  • At the start, it wasn't obvious that I was supposed to be unable to use the gun yet.
  • I like that the gun is used for movement.
  • The gun's large spread makes shooting also feel clumsy and imprecise.
  • Sometimes the gun doesn't shoot at where I'm aiming, especially when I'm aiming upwards (not talking about the spread, but the average).
  • I couldn't beat the first boss that I encountered (the spider boss). I now see in a comment below that I was warned about it, but during the playthrough, I had interpreted that warning as a kinda "It'll be a difficult challenge, but you can do it, good luck!"
  • Overall, I had some fun! If the movement and shooting were much more precise, this would be a game I'd definitely buy.
Developer

Thanks for the feedback! Quite a few people have been confused about "how to shoot" so I guess the not having any ammo at start should have been explained or hinted at a bit better. The movement is kinda intentionally clunky to encourage for more use of the gun to fly around. But I guess that design choice wasn't too clear either to some players at least. The spider boss is indeed very challenging and not intended to be fought at first encounter really. But it is beatable of course but a lot easier if you collect some upgrades first. The upgrades will for example tighten up the shot spread (and even magnetize the bullets more to the cursor instead of just going straight where the barrel is pointing) and give more mobility tools too.

Really cool game! But having a gun as a mechanic and making the R button not a reload should count as a felony. I accidentally restart so many times...

Submitted

I had a blast! Great job man! One thing got me off though... Sometines death felt cheap when you respawn straight into a spike :( But overall you did a very fun game to play!

Submitted (1 edit)

Great game! I love using the gun to jet pack around.

The art feels very crisp, it’s easy to see what’s going on with the background being the right shades of the same color so it’s not clashing with the foreground, a small detail I appreciate. I also like the parallax effect that background objects have, along with the character, particle effects, and enemy animations. It makes the game feel polished and I can tell you spent a lot of time on it. Also I appreciate that you have a save system in place, which is impressive for a game jam game!

I agree with some of the other posts on the controls and bosses. Some feel too punishing, the attacks need to be a bit more telegraphed to give more time to dodge.

Also I think you run into the same issue that I did when making my metroidvania submission, which is to say that they are really hard to balance. I spent too long on your spider boss not knowing that you can get health upgrades later, which makes the fight much easier.

Overall, I can tell you spent a lot of work in the game. Good job!

Developer

Yup, the bosses ended up being "a bit" overtuned. The whole game kinda is I think. The spider boss specifically isn't really supposed to be taken on if you just straight come to it. I even added that warning note there right before it. But of course gamer brains don't take such warnings as true. You don't really need to beat the bosses or even quite a lot of the encounters to "finish" the game. And the bosses are indeed meant as an extra late game challenges when you have a lot of the upgrades.

Submitted

Love the over all vibes and art work, you did a great job! As someone who also did a very challenging platformer type game, I thought the movement was great! Seemed intentionally unwieldy in a good way I think :) However, I couldn't figure out how to get up the first spiky wall section! I don't seem to have enough bullets to get the high up, and it only reloads on the ground - am I doing something wrong? I'd love to keep going and play more :) 

Last thing was I didn't see much in terms of the theme Waves, but maybe that's because I didn't get very far...  

Developer

Yup, it is pretty much intentionally unwieldy. It's not really supposed to be a platformer but more like using your gun as a jetpack to fly around. Probably didn't get through as much as I though it would and will get some players to get frustrated about the unwieldy movement.

You can get up that section, you just need a good jumping start for some initial vertical velocity and then boost up with your gun. It's not easy but shouldn't be overly tight either. That also isn't the only way you can go (unless you've already noticed).

Submitted(+1)

Whenever I tried to play this game (now a fourth time so I could write this detailed feedback) I inevitably left with a sour taste in my mouth. Making it difficult to leave an objective review.

Let’s start with the good. The art style is fairly high effort, especially the background assets. Moving clouds / gears / mountains. Give the game a dynamic art feel whilst using clean minimal sprites.

The background music and sound engineering is pretty good. The sound of the gun and the primary music loop are quality enough and decently mixed. The sound effects like jumping, exploding are also not bad, though less well mixed.

The plot setup / story is in the background, getting out of the way and getting us into the world as fast as possible. For this kind of game it’s imperative that storytelling be background / emergent, and this game wisely doesn’t overload with cutscenes or dialog.

Finally, it should be noted that this is an ambitious project of considerable scope. A lot of hard work went into this, it’s not a low effort clone of an arcade game or ai generated slop. This is worth noting and commending.


Now as to answer why - despite those positive traits - I have consistently left this game with a negative sentiment. This can be entirely boiled down to the controls.

The secret to a good souls-like, is in player mastery of the mechanics and world. However in this game, such mastery is actively discouraged by 3 fundamental problems.

First, the movement and control of the character is obnoxiously floaty and unresponsive. Meaning about half my energy at all times is directly put into counteracting overshoot or trying to compensate for abysmally slow velocity changes.

There is also a bug, which I believe is due to the spinning effect that aiming has on your character, where your character can “collapse” and be unable to move to the right, because it’s trying to spin you to the left.

This is less problematic in most of the game, but when it hits whilst dodging a difficult enemy or boss, it is absolutely infuriating, feeling incredibly unfair and causing immense amounts of ill will towards any notion of repeating the boss fight. If I lost because I’m bad, that’s something i can improve. If I lost because the games bad, I have better things to do with my time…

Second, is the firing of the gun. As a concept it is an interesting idea, but there are some fundamental problems with the implementation and how it is used within the level design, that make it a painful mechanic where it could have been an enjoyable one.

The unreliable spread of the rifle means that trying to shoot enemies is already annoying. Unless you are fairly close, the bullets are liable to spread around your target harmlessly. This is immediately a poor choice; it feels clumsy and unwieldy to use the gun. But when you are later put into clutch situations where you need to rapidly take out 3-4 enemies who have your number, the inaccuracy of the weapon makes you loathe the decision. It just is not fun to shoot enemies with this thing.

Oh and that’s before you consider the fact that the weapon also physically moves your character. Meaning that while you are trying to compensate for spread, your character is being moved in some direction, further putting off your aim. If my first shot had arrived where i wanted it to go, then i could compensate for the moving, but if i have to fire for a variable amount of time to ensure a hit, I also have an unknown amount of movement i have to compensate for.

This is then compounded when you try to adjust / compensate on the fly for being put out of place when you remember that the movement in general is incredibly unresponsive and floaty as hell.

If this was a puzzle game, and i had to traverse levels with a poorly firing weapon, or solve lazer puzzles by shooting levers… This could all be forgiven. But in a 2d souls experience the net result is that combat feels unfairly punishing, unskillful, and for a decidedly difficult game - just plain infuriating.

This is of course all compounded by the fact that the effect on your character from the inertia of the gun fire is highly unreliable. Sometimes the rifle sends you flying, other times it has barely any effect on you at all. Meaning that not only is the combat experience negatively impacted by this poorly implemented primary mechanic, but additionally the platforming component (i.e the primary mechanic itself) becomes a chore.

Thirdly, as an insult to injury, the aiming reticle is maligned with the trajectory of the bullets. This is compounded the further away you are from the target. i.e up close the difference between intended aim and bullet trajectory is minimal, whereas at half a screen distance, the bullets are arriving 15-20 degrees away from where I was aiming them.

Combine these 3 factors and you have a 2d souls like that is at best just not very fun in moment to moment gameplay, and at worst rage inducing when facing clutch bosses, as it refuses to let you in to it’s mechanics or allow you to build mastery.

This is by far the biggest let down of the game. A much tighter player movement with reliable physics, more precise aiming (or at least greatly reduced spread on the rifle) and a correction to the misaligned targeting reticle, and this game would immediately be more playable.

Each of the four times I played this game (3 attempts at initial review so I could make sure my ratings were fair, once more because the developer was complaining on forums that they prefer feedback over only ratings so I thought it prudent to come back and give them some) I eventually rage quit because the terrible controls caused me to lose a boss fight one too many times. And i would leave thinking “I have better things to do than fight with terrible gameplay”


Finally, let me sum up some of the other things I didn’t like about this game.

I should mention that the ammo reloading seems arbitrary, it has something to do with being on the ground, and a certain amount of ammo missing… but it doesn’t feel reliable. I never actually RAN OUT of ammo, so i think it’s only there to prevent you from permanently flying with the mechanic. But I would have preferred it ALWAYS refill as soon as you touch the ground, or reliably go down to empty and refill itself.

The theme interpretation is lackluster. Perhaps further progression into the game would reveal more interesting meaning behind the sin / cosine labels on the enemies heads… but as best i can see the developer decided they wanted to make a metroidvania about propelling yourself around the map with machine gun bullets, and then contrived ways to make it about waves after the fact.

If the gun had been, say, a sonic blaster, shooting waves that moved the player around, with interesting interactions like refraction or interference patterns… that would be something to behold. If the theme of the game had been oceanic or more overtly math / wavelength inspired, that also would have been more interesting.

Finally finally. I should end this feedback with a disclaimer that whilst I had consistently negative experiences with this game. I could definitely see some inspiration and real talent for game development. If the developer could invest some time into the core mechanics of their game, I believe this could really shine.

I really fucking hate giving negative feedback, and this is probably the most negative review I’ve ever given. Good luck with the jam, continue to grow and challenge yourself.

Developer(+1)

Thanks a lot for taking time to write such a detailed feedback! Even if you seem to not enjoy writing negative feedback, it's still super valuable to me at least. Valid points all of them. Every bad design choice is a chance for learning to hopefully not repeat the same mistekes (at least too many times) in the future.

The controls are indeed unwieldy. That was kinda intentional but probably ended up being more so than I really wanted. The main goal was to use your gun shots as a movement tool too pretty much at all times. Might be the classic that I just grew too accustomed to moving that way that I got blinded by how infuriating it'll be to others just stepping in.

I think pretty much the same story goes for the aiming. There really isn't very much added angle variation on the shots but the gun too is a physics based object not always being able to point exactly at the reticule. Because of that the shots are much more accurate when you're airborne, something that you really should try to be as much as possible on combat situations. The shots also go where the gun is pointing not the reticule (until you get accuracy pickups after which the shots are kinda magnetized towards the mouse). 

The reload does happen instantly when you land and do not have the mouse button held down. There also was indeed some limit for it happening too, maybe you had to have used at least 5 bullets or something like that. But I guess that wasn't a great choice as it pretty much makes it more confusing mechanic to understand. And of course you also automatically reload when you stomp on enemies.

The theme take was indeed lackluster. There were no predetermined decisions though other than trying out Godot in favour of Unity which I've been planning to migrate from for quite a long time now. I think this was the third time taking part in a jam with waves as the theme, can't say I was too happy to see it. I had no ideas come to mind from the theme so I just started fiddling with the engine and ended up with a physics blob that I then gave a gun to. So from there I just went with the concept of enemy waves and such. Boring. Of course it never really works to shoehorn some theme in but I guess it was sunk cost fallacy. I guess in the grand scheme of things in a month long jam it wouldn't really matter that much if you'd have to keep thinking of ideas for even few days. But that doesn't really work that well to a hands-on person like me especially when I was itching to get familiar with Godot again.

Thanks again for taking yourself out of your comfort zone to give a bit negative or critical critique. ❤️

Submitted

I played crazy hours of Coup Aloo so I felt obliged to play this game even if it's not in my queue, it's a pleasure to share this jam with you!

I'm super impressed by the level of polish you achieved in one month. The movement animation,  game design, the music it's all there among the best this jam has to offer. My only concern is how the dynamic moves of the camera gets my character too much screen left or screnn right to the level I can't see what to anticipate. It's not a big concern, considering the checkpoint system and once I got to know the map, but it took me some time to adjust to. Such a great job, congrats! 

I found a minor bug as well, maybe a feature, can't really tell. Somehow I jumped I think under this guy, just wanted to let you know. 


other jam participants, please if you can rate this game, give it 5 stars in my name

Developer

Haha, cool! I've seen your name (or avatar to be more precise) pop up on pretty much every game I've commented. Do we somehow share the same queue or have you played a crazy amount of games (already)?

Hmm, good thing you grabbed the magazine before glitching through that guy. Otherwise I think you could actually hard lock yourself if you grab the next checkpoint. 🤔 Oh wait, you can't get up to that one and beating the downstairs encounter would probably be quite difficult without being able to shoot. But yeah, there are quite a bit of weird physics glitches mostly due to the funky structure of the main character body and me not being all that familiar with Godot physics engine (yet). Some of them are just funny, some mild annoyances and hopefully nothing major game breaking! 🤷‍♀️

True true, camera could of course be improved quite a bit. Doing a good (even 2D) camera is a surprisingly complex thing on its own. I've been kinda spoilt for a long time by using Cinemachine on Unity, a fantastic camera system with tons of features built in and still flexible and easy to tailor to your own needs. This was my first time (or actually second) trying to get away from Unity. And this time it might actually stick. Of course there are some thing (like Cinemachine) that I'll miss but nothing I couldn't really live without. And of course some things that I found to be a bit inferior in Godot in comparison are just personal preferences that I'll probably get accustomed to over some more exposure. And at least Godot seems to be improving as an engine at a shockingly rapid pace.

Thanks for the off-queue feedback! ❤️

Submitted

i think we share queue, I only rated around 25 games. glad you find joy in Godot!

Submitted

Fun and entertaining and well polished - great work!

Submitted

Amazing

Submitted

I just tried 5 mins, the completeness is so impressive. I am going to download and try the full game. Also, I am so glad the game jam asked us to share code, I believe I can learn so much from your implementation.

Submitted

It looks like a finished game. I only have one question: how to shoot?

Developer

With left mouse button (once you get the magazine from the first encounter). 

Submitted

Amazing game! 

Submitted

The gun based movement was a really cool idea. I had some trouble when moving upward and touching a wall because it killed all my momentum, but that also could be intentional. Fun metroidvania tho.

Submitted

this is a really awesome game i really loved it everything about it

Submitted

Damn, that is super polished, love the ui and looks of things, gratz

The  movement felt very fluid and the enemies gradually became more challenging. 

Great game!

The physics based movement felt really smooth and the character animation fits the movement perfectly. I spent a good amount of time spinning the gun to roll the character.

Kept trying to reload the gun by pressing "R" but it just reset to the checkpoint lol