thank you so much! the point of the game is super important to me, so it's always really heartwarming when it lands for someone :)
./yemáko/badgames.zip
Creator of
Recent community posts
i wouldn't say it felt too easy, just more consistent... but that does make it a LOT easier than before, where it was hard to adjust my shot strength based on previous attempts. now, if i undershoot, i can then hold a little bit longer and i'll make the basket on the next throw,, whereas before i would probably overshoot. thinking back to the first itchio version, that did make it feel a bit like the window of "correct" strength was so small that it felt mostly luck based, and the more consistent gameplay now makes it feel a bit more skillful, if a little easier.
though now, instead of my goal being to just SCORE a single basket, my main goal is now to get a streak of baskets, which has been a really fun change
i dont consciously notice any differences, but after those last 2 updates my gameplay is a lot more consistent and it feels like im better at the game. like, better control over the ball and the throw strength. it FEELS a lot less punishing overall, and i'm happy to say that i'm having more fun with scoring more baskets!
im glad you enjoyed it!!! i'm honestly so surprised by how many people are enjoying the commentary, i mainly included it as a personal thing so i'm FLOORED that people are even talking about it
on the topic of assets, i think what eventually clicked for me is seeing SO MANY assets on itchio where the creators ask that you comment about your game if you use the assets. that's so sweet, they just want to see your stuff, and see how they helped you! thats so cool imo, its so collaborative :)
hi, just posting that i used a track from this pack in my first solo game, an unplayable game?!. thanks for making these songs, it perfectly fit the mood of the game! and i made sure to credit you in the game's credits :)
hi!!! i used these in my semi-creepy platformer game an unplayable game?!, thanks for making these sprites, they really brought my game together. and i put you in the credits!
we did consider that during development, our solution was to give you either too many or too few beats to divide cleanly among the four measures, so you'd be encouraged to add some variation. but in the end we figured that if you spread the beats perfectly evenly regardless, then the punishment would be that your beat just wouldn't sound very good lol
as for the weapon placements, I kind of like how it turned out- it gave the game distinct phases and kept it from being too demanding in the later stages! but the in-run progression is definitely one of the main things we're thinking about for future updates, we had a lot of ideas that would make weapon positioning a bit more important (weapons with trade-offs, movement abilities, position-based pitch, a second beat track...) but we just ran out of time for the jam version. this was already a bit much for us in 4 days, but I'm really happy with how it turned out! very excited to expand it once the rating period is done



