Great work! I'm not sure how many features you're trying to add from this point on, but I'd say as long as it's as bug-free as can be (I didn't encounter any bugs over the course of a couple of playthroughs) you could totally release it and periodically update it, with the caveat below. I'm not sure if you were going to make an effort to get it on Steam too, but if so then it absolutely could measure up there as well.
The one major thing which I assume will be included but wasn't totally sure was music. I know you might have to farm it out and pay some $$ if you can't compose it yourself (I couldn't either) but I think it would be totally worth it to round out the game (I might be a little biased since music is one of my favorite parts of video games). I'm not too familiar with free open source music, but there is a website called mobygratis.com where Moby (yes, that Moby) offers open source tracks completely free of charge. Most of them are chill/ambient so they wouldn't necessarily fit here, but if you use the "tempo" search field you can find more up-tempo options that could fit the frenetic mood of Bombfest.
Right off the bat, I found it interesting to be playing on my girlfriend's desktop PC (which I am temporarily using while my old PC has become a large paperweight and my new one ships in the mail). I had to tweak the graphics down quite a bit to get rid of lag (1360x768 res, medium quality), but I think that's to be expected – her computer is a bit of a potato. This probably isn't an issue because of that, but here are her system specs anyway, in case you were wondering:
8 GB RAM
Graphics card: AT Radeon HD 4200
Processor: AMD Athlon II X2 B28 Processor 3.40 GHz
To be honest, playing one-player wasn't as fun as multiplayer, but there's really no way around that – this is a multiplayer game at heart. I will try playing with my girlfriend when she's available (she's a pretty casual gamer, so I think she'll have an interesting perspective).
To be able to have a "practice round" in the welcome screen is a huge plus – even having played before I found myself a bit rusty (especially against an AI that knows what it's doing rather than against other human newbies). I appreciated being able to get practice throws in so that I could perfect my timing before starting. Otherwise I could see new players getting quickly frustrated after being dominated by the AI. The "post-it" gameplay directions are clear and concise.
At times it felt just a bit frustrating trying to pick up a bomb, since it seems like you have to be fully facing it to do so. Maybe there could be a bit more leeway – if you are facing the bomb at a bit of an indirect angle, you can still pick it up.
Some other things…
- The level design is great, and I can't really think of anything that I would change about it.
- The AI felt like it was the right level of difficulty. I won a narrow victory in my first playthrough, but got shellacked the second time around, so it's not too easy.
- This is a minor thing, but: when you select Credits from the menu, the part that says "Player 1" at the top of the paper lingers, so it looks like "Player 1" was a dev on the game.
In terms of new features, I'm not sure what else I could suggest that would ACTUALLY add to the enjoyment of the game, since I think you already have more than a solid foundation. If I'm inspired to think of anything I'll let you know, but beware feature creep (https://en.wikipedia.org/wiki/Feature_creep) – I think the beauty of the game lies in its simplicity and being easy for new players to quickly pick it up. One exception to this rule might be special bomb types – it looks like you have six right now, which is more than enough, but since I can never get enough weapons (mwahaha) here are some suggestions for additional ones if you're looking for them:
- "Walker Bomb"
- Gotta be careful not to infringe on IP, but these would essentially be homages to the bob-ombs from Mario. They'll walk in circles until you pick them up. I don't think they should walk in circles after you throw them, since it would remove incentive for the player to use them since they would hit their target less often.
- Looks like a baseball. A little bit smaller than other bombs, but flies farther and faster when you throw it. It might have a smaller blast radius to balance out its advantages.
- "Bouncy Bomb"
- Has a tie-dye or rainbow look, or something similar to the colorful designs you usually see on bouncy balls. Bounces two or three times before immediately exploding on the next bounce.
- Looks like a warhead cone with a nuclear symbol on it. Has a huge blast. I know the "Big Bomb" kind of already covers this territory, but I think it's kind of fun when an "oh s--t" trump card that's rarely seen falls into your lap, like the blue shell from Mario Kart.
That's all for now. Keep up the good work!