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A jam submission

Busa's Misadventures: The Game - Chapter 0View game page

Submitted by r4m0n — 10 minutes, 4 seconds before the deadline
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Busa's Misadventures: The Game - Chapter 0's itch.io page

Results

CriteriaRankScore*Raw Score
Audience's Choice#63.6093.609
Jury - Asset Implementation#12n/an/a
Jury - Player Experience#18n/an/a
Jury - Game Design#19n/an/a

Ranked from 92 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 26 to 7 of 26 · Next page · Last page
(2 edits)

A good start to what I see as series of mini RPG games released as chapters (love the concept since Deltarune)

As it is now, it is very linear with its contents and the balancing needs some tweaks here and there (it was better to just avoid combat altogether). But, I love some mechanics presented here, like the ability to still fight even when you are fully bound. Plus, an RPG that allows you to continue after losing a fight or doesn't have random encounters is always a good one.

Overall, it's a good starting point. Love to see more of Busa's Misadventures in the future >:3

Submitted

Not bad, the art is really good, and I appreciate all of the different scenes. Unfortunately enemies feel way overpowered and beating them nets you nothing, and I did encounter a few glitches of being in multiple scenes at once, or escaping sometimes counting as failing, but otherwise this was nice and I hope you build on it more.

Definitely a nice little game, I quite enjoyed the simple little story. The most impressive part is definitely the amount of artwork that was created, where every enemy has multiple restrain sprites for Busy, with multiple defeat and capture screens as well.

Though that does come at the cost of gameplay. The fighting system is nice, of having the ability of different which get taken away by enemies. Though as someone else said, currently, the kick is just strictly better than everything else and stuff like the drone enemies are just immortal from calling reinforcements constantly.

Still, with a little more polish, which the gamejam deadline did not allow, I can see this be a fun little game, great job :3

Submitted

Fun game, I'm very impressed with the amount of artwork made in one week!

Surprised me in the amount of content available, and I like the protagonist being a fighter. If I had a criticism it'd be that the combat system is very obviously rushed (the parry doesn't seem to do anything, kick is strictly better than all of the other options, sometimes enemies keep calling for reinforcements which makes them de facto immortal). But it could definitely be worse. 

Submitted

I have some design problem with this one. I think the different artstyles clash a lot. The cover pic is highly detailed, then the "overworld" is pixelart (I assume an asset pack) and the normal art always show on the left not only hides the enemy's and world sometimes it also makes the different styles impossible to ignore. During the combat I just started to spam space and ignore the normal enemy's.  I think less different scenes and thereby less art would have helped to focus more on the core gameplay.

Lovely Art, many scenes. Quite like the nature of the main damsel- a real fighter :D 

Submitted

Cute game, and it's really impressive that each fight has multiple unique sprites of Busa getting progressively restrained. I really appreciate that you can check out all the bad endings with no penatly.  Battle system itself isn't very fun, but of course it's fine for a jam game

So far, this is my favorite. I fell in love with the heroine, even though her backstory was very brief, fast-paced, and lacking in any real depth. Perhaps I’d like to see more interactions in the game, and a little more focus on the heroine. I’d like to understand her a bit better. I also felt that the corridors were a bit empty. There was a great element where, at one point, when you approach a table, three drones can attack you, and it really felt like the heroine was just having terrible luck. Then, it might have been wonderful to stretch out the moment of defeat a bit, to add something more than just “she could no longer fight, only accept defeat.” To show the enemies’ dialogue—who they are and why they’re there… Just thinking out loud. And in the end, it evokes in me the same desire to explore as Didnapper 2 did during my first playthroughs.

Busa is my OC, and i draw her a lot (on my socials, like DA or bsky) ! If you wanna see more of her don't hesitate to check hehe ~

(1 edit)

Busa's Misadventures: The Game - an adventure about the unlucky warrior empress Busa. The game is essentially an escape from a laboratory where the heroine is subjected to brainwashing whenever she gets caught.

The location is nicely designed. Even though some objects (chairs, machines, cabinets) lack collision, it doesn’t really interfere. I understand that the first trap (I wanted to clear it with a clicker, but got lazy) is meant to force the first rollback to zone 2, but in zone 3 the trap can be safely disarmed, and because of that it doesn’t disappear. I realized this during my second playthrough when I wanted to see what would happen if I didn’t try to free myself - in that case, it disappeared. The gas room and the boss are buggy, as others have already mentioned. The boss doesn’t have time to leave, and the dialogue can be retriggered if you run around in circles. And if you stand right in front of the room, you get stuck in the doorway :D

Now let’s move on to combat and enemies. I love how during fights you gradually get restrained! It limits your attacks, but at the same time the most effective move is always the kick. That’s a bit disappointing - I’d like to see some attacks being less effective against certain enemies. For example, biting should deal more damage to humans than to robots or similar enemies. That would give a reason to sometimes free yourself in order to keep your stronger attacks. Also, enemies never (or at least I couldn’t manage it) fully restrain you. You’re never fully restrained there’s always a tail left, and eventually you lose due to HP depletion.

And yes, in 100% of cases you will lose and get sent back. However, enemy HP does not reset, and I really like that as a gameplay feature. Once you’re pushed back, you have to escape the restraints again, but this time with a timer, which adds tension. I checked all defeat variations and I’m glad they differ.

The main boss fight cannot be won, but since a proper defeat system isn’t implemented, you can technically “complete” it. Still, it feels like a fire attack is missing :D

Overall, I like the character design. Heels are a personal weakness of mine :3. The visual design of the enemy restraints is also well done, but the bugs slightly spoiled the overall impression - though that’s understandable for a game jam.

P.S. There was also a bug where I could freely move during QTEs and fights, but it only happened once

(+1)


Thanks for this long feedback ! I take note of everything to see what peoples want, like, dislike to make a better chapter 0, and maybe a longer game in the future !

I love heels a lot too ~ I want to said, i only draw heels hehe

Game is kinda fun but feels a little rushed here and there(who have guess it because of the 'jam) with some jankiness on the control/code. Could have a good potential as a standalone game.
Unfortunately i'm not fan of high heels, knowing the artist, but really cool designs of outfits and DID scenes.

I loved the good parts of the game such as the amazing art and the dialogue, however the janky gameplay takes it down a notch. I'm not a fan of the button mashing minigame an overall the game design feels too rushed. I really liked the restraints attack but struggling becomes way too annoying with 2 or more restraints. Still good start for a interesting game art-wise but I hope you'll make more adjustments in the game design!

(+1)

The game play issues take away from the strong art and theming...
I went through the game without encountering the RPG combat until the boss. Before that I would randomly get wrapped up and move to different parts of the map without even touching enemies. Enemies I did bump into went straight to QTE escapes. Some QTE are impossible to progress due to how slow the bar fills.

Some of thing you said was planned ! 

If you replay it, you gonna see the laser trap and the camera who trigger the red rope trap and the back spider drone trap !

Basicly the game is cut in 3 area, with a prison for each one, and losting a fight put you it, so to "force" peoples find prison (and game over if you time out) we make some trap impossible to escape ! :D 

(+2)

Nice art,pretty fun bad ends and writing in general. But it's a complete mess on the inside. Combat feels overly simple, enemies are imbalanced, and the code is a bit janky.

Jam issue XD

Submitted(+3)

oooo cool game!, the battle system seems to need a bit more complex and have more skill/strategy involved,, maybe im just stupid but the combat seemed to devlolve into do kick and hope you win, but the art is cool! and the scenarios and story were nice!

The time was against us to add skills ! 

Busa can use some "fire" magic, so skills are planned to be added ! 

For now making "area" (leg, arms, mouth...) to add variety of attack with limiting them as the bondage progress was our base idea ~
With more time we can make something awesome ! (I hope XD )

(+3)

I like the premise, but honestly I'm not sure if I'm missing something or if it just needs more time. Normal enemies just keeps multiplying and I have no idea what's going on with the human enemies. Randomly got caught for no reason.

So yeah, could be fun. Art was nice tho.

Not randomly, just tricky :p 

Laser trap and camera await you ~
Yeah the multiplying is a feature that need polishing ~

Submitted(+2)

Great game! Loved the different bondage scenarios on it. Was not a fan of the button mashing but I wanted to keep going in the game. Very well made and a lot of thought was put into it.

(+1)

If we go deeper, i think add a stats like "struggle effectiveness" to make mashing easier, and like variety of art, add variety of struggle minigame : Mashing, QTE, counter strike, dodge jauge... :D 

(+1)

Pretty neat, but the dialogue in the gas room triggered like four times as I walked around and I did find that the standard enemies were unbeatable because they'd just call more before you could beat them, and the human enemies were unbeatable because their fights didn't properly trigger. They just appeared with a green health bar but I couldn't take any actions. Not sure what's going on there.

(+1)

Short and sweet, excellent art! Admaillus strikes again

thank you so much <3

Submitted(+1)

Great job! Nice scenarios and drawings!

Thanks ~

Viewing comments 26 to 7 of 26 · Next page · Last page