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A jam submission

SLAM PUNKView game page

The futuristic tournament where all fighting styles are allowed.
Submitted by Frostyburguer (@Frostyburguer), Eldyrd — 22 hours, 52 minutes before the deadline
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Play Slam Punk

SLAM PUNK's itch.io page

Results

CriteriaRankScore*Raw Score
BOSS DESIGN#333.6673.667
ART / VISUALS#364.0744.074
FUN#383.5933.593
Overall#393.6393.639
CONTROLS#413.5563.556
SOUNDS / MUSIC#573.5373.537
USE OF THEME#633.4073.407

Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's take on the theme
Our game's interpretation of the theme "exchange" is present in the ability to swap your own abilities with the ones offered by the bosses you've beaten.

Did your team create the vast majority of art and music during the game jam?
Yes

Did your game use PlusMusic?
No

Did your game use Playroom?
No

Did your game use generative AI art?
No

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Comments

Viewing comments 40 to 21 of 49 · Next page · Previous page · First page · Last page
Submitted

Nice game.

The controls are good, and precise.

auto-fire on the ranged attack is very welcome.

The modules are nice, and change gameplay significantly.

Some boss attacks could use a bit more telegraphing, or some tweaking on the hurt-boxes.

The 2nd boss, hiding behind his bubble with the explosion was weird to figure out how to avoid, since you have contact damage on mostly everything, but make an exception for that case.

The final boss was a nice challenge, but the ground fires hitbox lingers a bit much, and the crystal attacks after it have no telegraphing, so it's very hard to avoid without the dash (can only guess, didn't get the dash).

Submitted

Hard mode complete :)

Developer (1 edit) (+1)

Thanks for the feedback! And congratulations on beating the hard mode, we tried to make it really challenging.

And you're absolutely right, the hurt-boxes are pretty rough for some stuff, the last boss should have the better ones, since he has the most complex animations, I tweaked his hurt-box a lot in the different animations, even then, sometimes it is a bit too punishing, like when he is standing in the middle summoning the crystals.

The 2nd boss bubble thing was actually something we weren't so sure of. We liked the idea, but had to really think about how to implement it. In the end we made the coach give you a hint about how the only safe place is inside the shield, and hoped people would figure it out, probably too optimistic on our part ^^"

And yeah, the ground hitbox does linger a bit too much, I did that with a Godot AnimationPlayer, but it didn't quite work as expected, for some reason the hurtbox took longer to disappear than the time I was putting in the animation. I wanted to change it and do it with my own code but never got around to doing it. And the crystals definitely could use some telegraphing, but in the end left them like that as a sort of a "This is the last boss, get good lol". And while the crystals are annoying to dodge, they "only" deal 1 damage, as opposed to most stuff dealing 2, and you can deal a lot of damage to the boss while he is summoning them, so it felt balanced in a way. 

Again, thanks for the feedback, I'm really glad you enjoyed it, and thanks for playing!

Submitted

Great game! The bosses are well designed and fun. I really like how you did the module system. The game has tight controls which allow you to vary your jump height. The visuals are really well done. That 3rd boss was really difficult for me. I didn't upgrade my special module at all, so I struggled to reliably dodge its final attack pattern.

Developer

Yep, that final attack pattern is the hardest thing to dodge, you really need to get the timing right to jump from the center of the room to one side. Really glad you liked it, thanks for playing our game!

Submitted

YO I love the boss designs (both visuals and their behaviour), neat art ....took me 2 attempts to win normal mode lmao...But hard mode is def crazier lol. Beating the bosses felt really satisfying...sounds music, visual and audio feedback is really good.

I realized we have double jump only after reading the comment below me lol (I jumped at the very very last second for the final boss) 

Overall this is a very solid game! Very polished!

Developer(+1)

Glad you liked it! Adding the sounds to pretty much everything we could think of so the game had feedback was one of the most time consuming things we did, because we don't have anyone for sound, so it was a lot of hours spent listening to free audio effects, we're really glad it's paying off. 

Actually beating the game without double jump should be possible, although the first boss was designed around the double jump, since he goes pretty high on the wall. On our first demo of the game, the double jump was actually your special module, so we designed the 2nd and 3rd bosses around the possibilty of you not having double jump. However, our friends who tried it said losing the double jump felt really bad, so we made it baseline and added the repair module as a replacement.

Thanks for playing to the end, we're really happy you enjoyed the game!

Submitted

I can't believe I only realized I can double jump in the middle of the second hardmode boss lmao

Anyways, the gamplay are nice, I like the abilities exchange mechanics. The bosses are cool, the third boss have quite a lots of attacks, the first two are simpler but still need time to learn how to dodge. The visual are nice, and the music and sound are nice too.

Tho as you can see, the third boss can be brute forced by this setup, which kinda makes it the easiest to beat. Also, not sure if its intended but you can go behind the second boss and attack him while he is spawning saws attack, but I don't think I can beat that without it so its fine.

Overall, cool game!

Developer(+1)

The tutorial tells you about the double jump, but it's easy to miss it, I expected most people to not read it at all haha.

Yeah, the third boss can be brute forced quite a bit with that setup, we realized it after the first one of our friends who finished the game beat it like that. We didn't have that much time to balance it towards the end, so we left it like that, we expected most people wouldn't realize, and if they did, kudos to them. We didn't want to make it too hard for those who didn't use that setup and saw how to cheese it. You can also kill it really fast with dash + triple shot!

And yes, you can jump (or dash if you took that) behind the second boss and attack him a lot. We could have solved it easely by putting the boss closer to the wall so his hitbox would hit you, but decided to leave it like that since that boss can be pretty hard. And it only works really well on every first set of saws, after that, there are usually a couple saws flying around that can hit you when you go behind him, specially in hard mode, where the saws are faster and last longer.

Thanks for playing it to the end, we appreciate the feedback a lot because we hope to improve and expand the game after the Jam.

Submitted

Cool game with hollow knight inspired gameplay, really liked the setting and style. Exchanging mechanic are cool too, but some of the modules seems a little similar and nondistiguishible(like standard laser and the one you can get after the first boss).

The main problem for me was the jump, namely the regular, uncharged version. It feels too short and stiff do dodge anything, while the charged jump nearly always does the trick like on the first and last bosses. I'd sudgest to cut the charged version entirely and just keep the regular but with range between current charged and regular.

But overall great game with awesome bosses!

Developer (1 edit)

Yeah, we decided to keep the modules simple for the jam, we really wanted to do some more interesting stuff with them (We had a sword to return projectiles, but it was somewhat buggy, a bit hard to balance, and time was limited) but in the end we decided to focus on other things, like the bosses, all the UI, etc. 

About the jump, yeah, the short jump is not that useful from the ground most of the time, however, we felt it was useful for when you needed a small redirection while in the air (Also, maybe our love for short jumps comes from a looot of hours playing Smash Bros haha). I personally felt like I used it a lot in the 2nd boss to dodge the blades coming for me while I was already in the air.

We'll experiment with it after the Jam, since we hope to further develop the modules and add more bosses with more interesting modules, thanks for the feedback! Glad you liked the game!

Submitted

A very good game that is drawn coolly and has its own vibe, reminded me of megaman. I liked the music in principle, it fits the general atmosphere, but I couldn't get used to this control, it's very inconvenient to walk on the arrows and attack on  the buttons, it would be better if your game had a standard WASD and mouse attacks

Developer

We drew a lot of inspiration from Mega Man and Hollow Knight, so we're glad it made you think of Mega Man. Sorry about the controls, we could've added mouse controls as well. But usually we only add mouse controls to our projects when you use the cursor for stuff like aiming. We had people test it, some found the controls fine, some didn't like them, so we probably should've added a "Controls" menu, so everyone could enjoy the game the way they wanted. We'll most likely implement that after the jam is over, thanks for playing!

Submitted

Loved this game, is challeging and the combat and movement is tight, you did great here!!!

Developer

Thanks! Making the movement feel good was one of the first things we heavily focused on, we tested a lot until it felt right! We've always liked games where the movement feels nice because that's how you interact with the rest of the game and it can change your experience a lot.

Submitted(+1)

No surprise if this wins this jam. Really well done. The controls with joystick were really snappy, no complaint there. The art and animations are charming and professional looking. I feel like this is a vertical slice of a commercial product, so I hope you continue developing this. My only critique is that the second boss is too spongy for how strong and fast he is.

Developer

Thanks a lot! We had a hard time balancing the difficulty because we had so much practice with the game. The 2nd boss is actually something we couldn't quite agree on, since I had an easier time with him, while my partner Frostyburguer found him harder than the last boss. Still, we tried to keep it balanced as much as we could, but with the shield phase it was a bit hard to balance since you could deal a ton of damage there. We really hope we can continue developing this, with more/better bosses, and making the abilities you can exchange more interesting, we kept the abilities rather simple to focus on the rest of the game for the jam. Thank you again, and we're really glad you enjoyed it!

Submitted(+1)

Great game and very challenging. 

Developer

Thanks, glad you liked it!

Submitted(+1)

Fantastic game! The visuals were great and the game itself is quite challenging. Absolutely loved it!

Developer(+1)

Thank you so much! All the art was made by my partner Frostyburguer, it really is great. I'm glad you enjoyed the difficulty, we had a hard time balancing it and were afraid it could be too hard. Glad you enjoyed it!

Submitted(+2)

Just a 5/5, I loved it.

Developer(+1)

Thank you! Really glad you enjoyed it!

Submitted

Can I make some sort of trailer for your game ?

Developer (1 edit) (+1)

That'd be amazing! We'd be thrilled if you did that.

Submitted(+1)

The combat is fun, visuals great and sfx compliments the game nicely as well, Really love what you have done.

The bosses can use a bit more depth and there is a severe lack of healing windows in fights, overall pretty good entry.

Developer

Thank you! Yeah, we tried to keep the number of boss mechanics low, except the last one. And the heal was a pretty late addition to the game, so we didn't balance the fights that much around healing, except the first one where you can sort of cheese it by standing under the boss.

Submitted(+1)

I like the controls and abilities a lot! Nice style too. Couldn't beat the first boss though.

Developer

First of all, thank you for trying our game. And sorry about the difficulty, we had a hard time adjusting it because towards the end we had too much practice with the game. You can cheese the first boss by standing under him while he shoots and healing yourself. It can be a bit tedious, but you could get to see the exchange mechanic and the second boss if you'd like. 

Pretty descent game here 4/5

Developer(+1)

Thank you!

best of luck!

we lost the majority of our jam ratings if you have a chance to re-save and or re-rate I am making sure to re-rate and review your game a 2nd/3rd time and make sure I gave yours a solid review and or rating! Thanks and sorry for the inconvenience if you read this in time! 

Team Dreamysteria! 

Submitted(+1)

Really liked the bosses animations, the tutorial is very helpfull, I played it on keyboard and felt very good, the only attack that felt unfair was boss3 rocks + fire wall it was very hard to dodge the rocks and he would come down and damage me(I tried to stay in the middle to have more time for the fire) but is also the last boss so... Nice upgrades aswell, good job !

Developer(+1)

Thanks, we're glad you enjoyed it! Yeah, that attack is the hardest one on that boss. But it is also when you can deal a lot of damage! When he is static summoning the rocks, you can shoot+melee him from his side before running away. And you can jump over the fire wall to the edge of the room as the wall disappears, but you almost always end up getting hit by at least one rock, sorry ^^". He is hard, we wanted him to have that "final boss" feeling but we may have overdone it.

Submitted

A good game with a quick tutorial and nice implementation of the exchange mechanism. I appreciate how each loadout creates a different fighting style. This would be interesting to see developed further.

Developer

Thank you so much! Your game was great, thanks for trying out ours ^^

Submitted (2 edits)

I have an interesting relationship with this game. Here's how it goes. I start the game, skip through the tutorial, vibe to the simple-but-effective music (very cool when it gets louder right before the first boss), and start fighting the dude. I get a little more skilled each time. And each time, the game crashes when I try to hit him with my sword. I'm not sure if it's my browser or something else, but the crowd remembers each run and has taken to chanting, "Sisyphus! Sisyphus!" when I enter the cage. Rating pending for when I actually finish the game. I suspect it will be good.

Developer (2 edits)

I'm extremely sorry to hear that, we tried it on Firefox and Chrome and seemed to work, which browser do you have? Also, is your OS Windows? We have a downloadable Windows version at the end of the page, and that one shouldn't give you any problems.

Submitted

the game was very nice visually, this is just one the games whose movement doesn't feel sopay and is nice and good.

The amount of effort that was put into visuals and pixel art was easily visible.
OVERALL : I LIKED THE GAME VERY MUCH

Developer

Thank you! The art was made entirely by my partner Frostyburguer, glad you liked it!

Submitted

Nice art. Boss move is nicely designed.

Developer

Thanks! The art was made by my partner Frostyburguer!

Submitted

This was great! The visuals are wonderful, and it's really satisfying learning the bosses' moves and beating them. 

Developer(+1)

Thanks! Glad you liked it!

Viewing comments 40 to 21 of 49 · Next page · Previous page · First page · Last page