Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Battle TopsView game page

Take control of a spinning top and launch your enemies around the arena. Time your attacks right for extra damage!
Submitted by Lumberchuk — 7 hours, 59 minutes before the deadline
Add to collection

Play game

Battle Tops's itch.io page

Game's Take on the Theme
You control a top that spins, and fight other spinning tops. The tops are rigid bodies which means the collision are simulated to try and make it feel more like tops smashing into each other.

Did your team make the majority of the art and music during the jam?
yes - Music was made by a friend, and some art (including boss 2) was made by another

If not, please link to any asset packs or resources used here.
Some Royalty free sound effects for explosion, gunshot, bell, and tree grow effects. Others were recorded (top collision, shield effect).

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 63 to 44 of 63 · Next page · Last page
Submitted

Nice beyblade game! The shielding and stronger attack patterns are so cool to mess with :) 

Submitted

Rated! ;) Simple but great!
Thank you if you rate my game as well.
All the best, keep it up!

Submitted

That was really enjoyable! Wish there were more than two bosses, and maybe that art could've been cleaned up a little bit, but it's a really solid entry and I like the bit of thought that has to go into dashing and shielding at the right moment to avoid taking damage from your own charge. It's a cool and logical double-edged sword mechanic. Charging felt a little weird, a lot of it was timing and trying to figure out dodging with charge and basic movement. Maybe if you weren't slowed as much while charging? I dunno. Solid entry, good job!

Submitted

If your inspiration is BeyBlade, thats great, I also made a game inspired by BeyBlade, I really like your game, the graphics are nice and the mechanics are cool, the movement is like one would expect a lot, I rate graphics, control, fun the most, but all is great really, also, if you have some time, please, rate my game too, thanks!!!

Submitted(+1)

We actually thought about a Beyblade game when brainstorming, so it was nice to see something make a spinning top battle!

I really liked the shield + dash mechanic where you have to time contact point right. The tutorial doesn’t say it but combining dash and shield makes for really good attacks with no damage. From here, the key is to minimize the time spent on shield (may be difficult with bullets incoming and the slower basic motion). Fortunately shield regenerates slowly (I think it wasn’t written in tutorial, it seemed impossible to me to win at first when I saw my shield reaching 0), so it really becomes resource management (although once you get the hang of it you can just spam dash and insta-shield - many it becomes a bit too spammy and not caring about opponent’s moves?)

My main issue was the right-click to Dash button not reacting half of the time. After my last dash+shield I had to right-click once to “reset” the dash state and then once more to properly dash. Unless it’s not an input issue but some cooldown in design? In this case it should definitely be indicated on screen somewhere (e.g. a cooldown gauge and spark when next dash is ready as in Zelda: Twilight Princess for Cyclone attack, etc.)

The duel was funny too, although it felt like I could still move around instead of being at a fixed position and focus on releasing the trigger. On release I saw some message “-15hrs” which I suppose gives the time difference between me and the gunner shooting, and maybe time format was wrong so it showed hours instead of milliseconds?

Music: could be more dynamic, rocky or something. Also BGM volume is quite low while SFX volume is high so you cannot increase PC volume that much or the high-pitch SFX will be too strong.

Performance: I’d really like a standalone build as web runs quite slow on my laptop (I could switch to my desktop but it felt overkill for a simple 2D game like this)

Submitted

Very interessting mechanic. Would not mind to play more of it.

Submitted

Funny game.

Submitted

I really like the gameplay, using the shield and charge together is fun and feels like you're smashing things around'

There are certain things like the Ui that need some improvement, but at the end of the game is fun, good job!

Submitted

The beyblade spinning top fighting the cowboys is really funny xD

Well done!

Submitted

I enjoyed a lot the gameplay, those timings made it more interesting and challenging. Aesthetics are very cool too, those maps' interactions were a great addition as well. Nice work guys. :)

Submitted

The cowboy boss with the midday duel motif is pure gold! I loved that! You had a really good idea with damage mitigation and charging. You can feel every hit.

Submitted

Great all rounds. I can definitely learn from your game. How it makes player feel satisfy.

Please rate my duck game. Feedback is appreciated.

Submitted(+1)

The controls of this game are trully unique, really smart idea! Loved how this felt like a bayblade battle lmao Congrats! :D

Submitted

Realy fun idea! It has so much potential!

Submitted(+1)

really fun game, I thoroughly enjoyed my playthrough. The tops have a great weight to them and the way they interact with the environment (moving crates, the "dink" sfx, etc) make for a very immersive experience. I really appreciate the controls being so simple to figure out, and they have a good amount of depth to them still. The charge up shield combo is sickkkkk and super fun to pull off. I absolutely love the spinny cowboy boss and the wild west setting. I liked how the first boss would show cracking damage to his sprite as he took damage and the rivers flooding halfway through the battle was an awesome twist. The music is solid.

My big criticism is with the readability of the art. There is no clear art direction and many of the assets used clash strongly with others and sometimes have poor visibility with the rest of the game. The first fight in particular the player blends into the background and is difficult to distinguish from everything else. I think a more consistent art style across the whole game would help a lot, and maybe adding a thicker outline to the player/boss/projectiles to make them more readable. The UI is adequate but could use a little love too.

Overall, I think you have a great application of spin with a very fun core mechanic and some pretty unique and interesting boss fights. The charge/block combo and the flooding the rivers of the first map stand out as particularly good moments. Cool ass entry and keep up the good work!!

Submitted(+1)

Really nice and lovely TopDown game ! Not played a lot on this jam, maybe this one have the bests controls ! Simple to understanding, and not too hard ! 

Submitted(+1)

ramming into the boss at max charge and timing the shield just right to take no damage is very satisfying, with some more sound effects it would feel even more impactful

the boss designs are funny and unique, and i like the unique mechanics of each arena.

Submitted(+1)

This is probably the best feeling top game that I've played. Collisions felt satisfying, rebound felt meaningful and manageable. I loved that you included environmental factors to consider during gameplay and I loved the deterioration of the boss as damage was dealt. I'm also a sucker for warioware style quickdraw minigames and you killed it there.

Submitted

This game feels genuinely AMAZING to play. The right click attack felt SUPER satisfying to use, especially when you time it right with the immunity shield. The immunity shield also felt perfectly balanced, gave you enough recharge time to always feel like you have enough, but also didn't feel too overpowered because projectiles still knock you back. I love how the looping system was implemented as well, you would think increasing the health would just make the bosses more tedious to fight, but the way the mechanic was implemented just felt like I was getting better and better at damaging the bosses faster

I wish you had time to make more bosses, because the 2 ones that are already here are REALLY cool. Loved that one attack from the first boss spawning in the trees that it cuts down, but are also an obstacle in the arena, and the dual sequence in the second boss was really cool to see. Overall the boss designs in this game are incredible!

Unfortunately, there was a really weird bug though. On the 8th loop on the second boss, after the dual sequence he just wasn't in the arena, like he was still doing the attacks because I could hear the sound effects, but he was just nowhere to be found. Not sure if it's a specific thing on the 8th loop or that can just happen sometimes. Real shame though, because I felt like I could've kept playing forever!

Great job on the game, definitely one of my favorites!

Developer

Oh wow thanks so much for the love and playing! I'm gonna be honest I've never even played to the 8th loop so doesn't surprise me haha. If i keep working on  this I'll be sure to squash this bug for longer runs! Thanks so much!

Submitted

The mechanics were very solid and fun to use.

Viewing comments 63 to 44 of 63 · Next page · Last page