This is a really polished, funny, well made game, great take on the theme, good work!
Play game
Bonds of Steel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #118 | 4.359 | 4.359 |
Overall | #195 | 3.953 | 3.953 |
Fun | #387 | 3.688 | 3.688 |
Originality | #528 | 3.813 | 3.813 |
Ranked from 64 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?
The player and his "friend" are physically and emotionally joined.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Loving the art! I really like the interesting ways of using the "friend".
I really wanted to beat this for the video!! I sware!! But overall, I say you did a pretty good job (especially with the fact that you got me talking about talking balls for some reason). There are a few things that do make this game a little tedious though. The movement speed is one of them for me. Another was more of a "at first" thing, but watching the timing of the archers made things kinda difficult (too difficult in some cases). Though the mechanic that I didn't fully understand was the "friend take the bullet mechanic". Are you supposed to throw the rock at the dart? If that was the case, I'd don't think I'm that good of aim (or of timing). Maybe a better explanation might help out with that. Other than that, I'm a sucker for that 8/16 bit graphic style, I like the fact that the character acknowledges when he is stuck, and the music was pleasant to listen to!! Last note, I don't know why I kept referencing Portal in the video BTW...
Thank you for playing and for the constructive feedback! Watching the video was a lot of fun.
The "friend take the bullet" thing is indeed about throwing the ball at the dart, but we 100% agree that tutorial text was misleading!
Overall a lot could have been improved on feedback, rythm and difficulty. Thanks again for your feedback!
I really love the concept. With only 8 bit art style and very little dialogue it really made me care for the rock, the knight and their friendship. Those little dialogues really gave a lot of soul to the game. The presentation is great, the game looks really beautiful. The music, while simple, is really nice, The controls on the other hand are a bit frustrating. Especially on laptop touch pad, where it is difficult to always double click accurately. It is better with a mouse, but it is still a bit annoying. The main drawbacks of the game are how long it takes to retry. Many times I would die at the last bit of the level. The other main drawback is that you often get stuck. When I lose in the game, I don't feel I want to retry and get better but rather that I have to do the whole level again to change the angle I shot the rock in a little bit and maybe now it will work. That makes it not too fun. Again, it's a great concept that has a lot of potential. Some suggetions for further developing the game would be to make the chain climbable, so he doesn't get stuck. To show the trajectory of the rock. And to have a life system. Each damage point can give a pretty big knock-back, to avoid damage throughing the levels. Just some ideas. Overall, it's pretty impressive you managed to do this in the 48 hours of the game jam, and would love to see it developed further.
If you have time, please come check out the game my friend and I worked on: https://unevenpixelstudios.itch.io/that-time-i-was-a-slime-in-a-dungeon
I made the music.
Really enjoyed the little dialog the ball has. Good receptive screen shake too.
I finished the entire thing with exactly 250 deaths! All 20 levels!
I think the mechanic is very well realized and there's a lot of things that can be done with it. Lots of different enemy types for a jam and the change in speed and jumping power for the character depending on if you have your friend held or not.
I think one of the major weaknesses of the game is how long re-attempts take because of how slow you can be. There's also the fact that menial events such as climbing ledges can be lethal and/or run ending.
This is so well polished and give me a castlevania vibe and the screenshake as the ball lands is just right! The reaction when you destroyed the ball was pure gold. However the control is a bit sluggish at time, would be more fun if you can throw the friend further and also have an trajectory preview to see where the ball will land, especially when dealing with spike shield. Feel free to come and rate our game as well. https://itch.io/jam/gmtk-2021/rate/1082401
Very beautiful game! Wonderfully exciting, very nice gameplay! This could be a feature game with more work!
Definitely an amazing game, really well done.
I can't believe it was made by only 2 people
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