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A jam submission

BitBrainView game page

BitBrain is a voxel game in which you fight of hords of zombies!
Submitted by ViniK123 — 3 hours, 26 minutes before the deadline
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BitBrain's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#1453.7133.713
Fun#1873.2643.264
Game Design#2613.1263.126
Overall#2733.1093.109
Audio#2922.9432.943
Theme#3233.0343.034
Innovation#3582.5752.575

Ranked from 87 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You get upgrades when going through doors... here's the chatch you dont know what you're getting.

Did you write all the code and made all the assets from scratch?
No I used some assets but most of the stuff is made by me. EDIT: You can see the assets I used in the credits menu of my game.

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Comments

Viewing comments 60 to 41 of 75 · Next page · Previous page · First page · Last page
Submitted(+1)

I learned how to get double (or triple sometimes) power ups and now im insanely OP 😎

Developer (1 edit)

How did that happen? That's a bug but I scine someone said that it existed I couldn't figure out what to do. 

Submitted(+1)

The way I did it was by throwing as many attacks at the wall/corner so that they bounced or rolled to the door and got me 2/3 upgrades every time hahaha

Developer (1 edit)

Okay thanks a lot! 

(+1)

Great graphics !

 Could you please rate my game ( https://itch.io/jam/brackeys-11/rate/2536045 )?

Submitted(+1)

Awesome game, much fun, great art style, solid job all around!

Developer

Thank you! 

Submitted(+1)

Good job! Very fun to play. I loved the art style

Developer

Thank you for your feedback! 

Submitted(+1)

A fun little rougelite, and I am a sucker for roguelite so may have spent a little while trying to get my damage up as high as I could! As others have said the rock does aim to the right which is a bit weird to get used to, most fps games fix this by angleing the projectile to the left, or if you had more time you could implement a raycast solution to aim the rock towards wherever the player is currently looking. Either way a really fun experience, great work getting it all done in time!

Developer

Thank you for the feedback! The Ray cast method is a good idea which I haven't though of before. I'll try my best to get it working for the next update

Submitted(+1)

Nice concept, though there were some issues that made it a bit hard to play sometimes. The directions the rocks were thrown were always a bit off to the right, making it hard to aim, and the text was a bit hard to read sometimes due to the contrast. Also, there was some issues where opening a sub-menu in the options and then pressing Esc to unpause keep the menu on the screen. Overall though, it was fun! 

Developer

The text bug is allready fixed(the update is coming after the jams over) I don't know what I will do about the rock because making it spawn out of the middle of the screen looks a bit weird... 

Submitted(+1)

Really nice simple game! I liked the voxel style. I think throwing the rock should be more centered and some death effects would be cool too. Sometimes I managed to get two upgrades from one door.

Developer

Thank you for your feedback! The upgrade thing should be fixed because I changed code and didn't encounter is afterwards i just can't upload the new update yet due to the jams rules.

Submitted(+1)

Great game! I love the voxel style!

Developer

Thank you! 

Submitted(+1)

Nice game

Developer

Thank you! 

Submitted (1 edit) (+1)

Really nice and simple game. Loved the voxel art! What software did you use to make it?

Edit: How did you manage to get so many ratings? I am asking because I am really struggling to reach the 20 minimun required and I think it would be a shame to not get a place after all this time.

Developer(+1)

I used Unity for the game and MegicaVoxel for the Modells. I just tried to advertise my game as much as I can. I shared the link on a couple of discord servers and in the community tab on itch.io

Submitted(+1)

Hey!
This is a cool fun little game. I had fun playing it !
Nice job :D

Developer(+1)

Thank you for your feedback! 

Submitted(+1)

Great game, you need polish it by add some light, effect and sound. Keep going . ^^

Developer

Thank you for your feedback! 

Submitted(+1)

Cool game! I just had trouble figuring out where the enemies were coming from at first.

Developer

The're coming  from the doors. 

Submitted(+1)

Cool, not overcomplicated roguelike! The upgrades fit the theme nicely, it was nice! ^^

Developer

Thanks for the feedback! 

Submitted(+1)

Great job! I really liked the way the doors lead to different upgrades - I think that was a unique way of incorporating the theme. I got to about wave 15. I think in general the game plays well enough and I really dug the music that started playing around the time that I got to wave 8. 

If you plan to expand it, maybe add drops in the actual level or have additional enemy types. But I understand that you were under time restraints for the jam and this is a solid prototype that you can definitely expand on!

Nice work and thanks again for playing/rating Untangled!

Developer(+1)

Enemy variants are coming in the next update! Thank you for your feedback! 

Submitted

Awesome! Yeah definitely something for a post-jam version so I'm glad you're doing it! That's great.

Submitted(+1)

it was alright, i do have a decent amount of suggestions tho.
first off, i don't think incorporating the theme to the upgrades wasn't the best approach, it just makes the upgrading phase a bit useless as having 1 door doesn't change much of anything. if i could add something to that, i'd add a percentage of what upgrade the player would most likely get on each door (like "67% +2 Speed", "58% +5 Max Health") so the player can have an upgrade to target instead of being completely blind while still incorporating the theme to it.
second off, the gameplay wasn't really engaging and the map is too cramp with nothing in it. for the gameplay, i'd add more enemy types as well as a small knockback when the enemies get hit so the player can slow them down (knockback can be an upgrade), and for the map i'd just make it a bit larger with hallways and flank routes so the player can explore more of the area.
third off, it just needs more game juice, i'm not gonna mention all of my ideas for it but i'd recommend seeing the common methods of adding them and see how you can incorporate them to the game by yourself.
regardless, cool game!

Developer

Knock back is a good idea and I do have something in mind for the door and map allready that's going to be in the next update. 

Submitted(+1)

That was a fun roguelike! I like the variety of upgrades and the enemies were challenging to avoid in later levels but not too hard. It was well balanced. I think it would have been cool if your rock got bigger as your damage increased, a little visual feedback like that goes a long way with having players feel more powerful. Great job on this! If you have time, I'd love for you to check out my game too!

Developer(+1)

I'm working on different weapons including a bigger stone and I have an Idea for adding more visual feedback to hitting enemys. 

Submitted(+1)

I think those are some good ideas, games can transform pretty quickly once you add some JUICE... If you have some free time I'd love if you checked out my game too!

Developer(+1)

I'm going to try your game as soon as I can and rate it. 

Submitted(+1)

Nice game,  loved the environment. I would have like to see what upgrades i was choosing  (maybe there was a way but i didnt see it). I also enjoyed ricocheting the rock to hit many enemies, dont know if it was meant but it added a nice layer to the combat.

Developer (1 edit)

The rocks richocheting were meant to be there I thought it was a cool little feature(and them despawning instantly looked bad😂) 

Submitted(+1)

Cool game! The speed of the enemies took me by surprise!

Developer(+1)

Thanks for the feedback!

Submitted(+1)

Nice game! Good looking and simple fun, nice job!

Developer

Thank you for your feedback!

Viewing comments 60 to 41 of 75 · Next page · Previous page · First page · Last page