Great visuals and sounds, and nice and easy controls. After a few playthroughs I started to develop a strategy of staying against the left wall, then move along the bottom wall. I think randomly placing the exit and not letting the player see the board as a whole might help prevent the players from a more limiting experience. That said, the game was fun, and I had a great time playing. Well done!
Play BUMPED!
BUMPED!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #3 | 4.643 | 4.643 |
Fun | #4 | 4.321 | 4.321 |
Visuals | #13 | 4.393 | 4.393 |
Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thank you for taking the time to check out BUMPED!, future levels will have different room shapes with halls and curves, everytime getting bigger and more complex to try keeping it interesting and harder, we have thought of making a marker for the player on where is the goal, and maybe, changing its position a few times per level.
Thank you so much for the feedback~
The visuals looks great, and the sound effects felt really well done too! I thought it was pretty fun, but it was a bit disorienting. It was also a little frustrating to keep bumping into stuff while building speed, but thats more on me not playing well enough I think - once you get into a flow speeding around corners feels great.
I think it’s a pretty cool foundation for something, and I hope you keep building on it. Great job!
We'll definetely keep working on it to finish the game, we made a post stating the changes we have made after reading all the feedback, the camera was creating a bit of motion sickness, sp we mad it smoother when rotating, the loose of speed after bumping was really hard on the player so we turn it down to half so it wasnt that punishing specially when enemies where really close after a bump.
Thank you so much for taking the time to leave a comment, it really helps us with development!
Nice, simple 3D visuals, and the sfxs felt great! I felt like whenever I tried to go for a turret, it'd be hard to not take any damage because they locked on so quickly. I also think I went the entire game without getting/using a powerup; perhaps having a couple powerups setup in each level could alleviate that. I like the boss fight at the end, a very nice touch! WELLDONE!
Thank you so much for all the feedback, we made a post in community where we keep you all posted on all the changes/implementations/fixes we are working on after reading your comments, just wanted to let you know we already implemented the random powers spawn system for every level and we changed the reaction time for the enemies.
The runs feel a lot smoother than before!, thank you so much for your comment~
Another one of those surprisingly fun games. I just loved the hecticity (?) of it all. Though I must say, I'm confused about the whole superpowers part - maybe you could've explained it better. Also, I was really annoyed when I collided with a wall and immediately lost all my speed - not only did that take away from the fun for me, but I felt it was unnatural, perhaps it would be better if the ball actually bounced off in a different trajectory, I think that could add even more to the chaos. Overall, I found the concept of a constantly rotating screen very unique, well done.
Thank you so much for taking the time try our game and give us some feedback!
We really wanted to add a "Tutorial Level" so we could guide the player in a clear way, but time slipped away from our hands, the most we could was to add some kind of graphic to show a little bit of it. We are already working on these Tutorial Levels as we speak.
About the loose of speed when colliding, we wanted the structures to feel more like an obstacle than a cover or a surface to bounce off, but full stopping the speed is not the way of doing it (now we know), we'll try stuff like just reducing the speed to half after a bounce, to make it seem more natural and we are already fixing the angle in which the ball comes out after a bounce.
We really appreciate all the feedback we are getting, thanks for lending us some of your time~
An interesting idea, difficult at first, but you can get used to it!
Good luck with your development! =)
Interesting game^^ Was very hard and confusing at first but after a while I figured it out :D Infinite speed is really op haha. Nice 3D effect too! Maybe make it less hard in the beginning? Otherwise nice work :)
Thank you so much for the feedback! we really wanted to make a "tutorial level" for the game, so that we could guide the player on how to play, we couldn't make it in time for the jam, but it will definitely be in the final product.
We glad you liked the 3D effect and you are right with the infinite speed boost, it's really broken but its so fun too haha.
Thank you for taking the time~
I haven't played anything like this before I think haha. It's definitely NEON! Cool music. To be honest I had a really hard time navigating to the goal because the camera was constantly rotating. I'm not sure if that was intended or not but it made me just randomly circle around until accidentally stumbling to the finish.
Thanks Mania! We really enjoyed playing your game!
Sorry for the navigating issues, the rotational screen is totally intentional but we really need to smooth it out for it to not be causing motion sickness.
We had a system implemented so that you could counter the rotation of the screen and keep it steady, but we decided to remove it before posting to avoid making the game too easy (guess we did wrong there), we'll be definitely re-implementing that feature and maybe consider having a ocacional indicator on where the general direction of the goal is, so that the player can head directly to it after a certain time has passed.
Good luck on the jam! and thanks for the kind words~
We are really happy with the aesthetics of the game, as you said, we went for a old school vibe on the looks.
Part of the difficulty comes from the rotational screen, which totally needs some tweaking to make it smoother.
Thanks for your comment, game balancing will be our priority from here on now.
The goal of the rotational screen was to disorient the player, but i did overdo it making it so linear, I'm thinking on smoothing the rotation making it more of a curve on its functions instead of just adding to the angle.
There is a Skill inside the game, granted to the played by picking up the Magenta sphere, it will let you stop the Camera from rotating for a period of time by using it pressing down Space Bar.
I created a system to let the player counter rotate the screen, so that you could try your best against the system to keep it stable, I didn't want to make it too easy so i decided to removed it. (Maybe this was a mistake)
Thanks for the feedback!
The use of 3D is interesting, and it certainly follows the theme of neon!
I find it a little hard to play because all that camera movement makes me dizzy - but I liked the idea.
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