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Heart Bound's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1241 | 3.420 | 3.420 |
Overall | #1272 | 3.313 | 3.313 |
Originality | #1370 | 3.420 | 3.420 |
Fun | #1440 | 3.100 | 3.100 |
Ranked from 50 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's health is bound to their ammo.
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
Yes
We created the vast majority of the music during the game jam
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Comments
It’s my favorite art. It’s very exciting when the arrow bounces and defeats multiple enemies. The dilemma that you can’t easily fire is giving you a game-like feel. great!
Really awesome game, a lot of fun! I love the mechanic of firing your health, but it felt like I was just supposed to never take damage - I'd be super interested in seeing some more risk-reward where taking damage can sometimes be the right call.
The art is /super/ nice, the enemies feel menacing, my little hero felt super cute - really loved that.
I started to lag a bit on the third stage, but only a little, and that might be a problem on my end, haha.
Overall, a great entry. Really nice work!
We almost went for a "health is ammo" mechanic in our game, but we couldn't figure how to get it to work! I think having the arrows being picked back up solves a lot of those issues. Nice work!
I really like the way the arrows ricochet, but I would have liked if there was a bit less randomness to it. Sometimes they would only ricochet a few times, but others it seemed like they just never stopped. Planning out your shots is a bit difficult when sometimes the arrow will just bounce once, but other times is flies to the other side of the map and back again several times. I liked the art, especially the enemy units.
The graphics are cute and your color pallet is great! Gameplay is a bit basic, and I wish there was a way too see how much health the enemies had left. Also some visual/audio feedback on an enemy hit would be a great addition!
Cool game ! That's a neat concept ! The aiming system is great, graphics are cute, the music sets the atmosphere well, and all of that make an enjoyable little game, congratulations !
One little suggestion : I like the "bouncing" mechanic of the arrow, but I think they should go less far. They are a bit too unpredictable due to the long travel time. I tried aiming at the enemies in a way that made the arrow come back near me, but is was not really possible ^^'. Either nerfing the travel time, or allow the character to grab an arrow "midair" if it come back, I think that would add some depth to the gameplay ^^.
But that's just a detail, great game overall !
I like the idea of tying your health to your ammo. The Bouncing system was cool also. I liked being able to make cool angles to get my arrow a bit further.
This was really cool! Nice job projecting the ricochet line, once I got in the groove I set up some pretty wicked shots, especially on level 2. Well done :)
Really cool idea! The aiming system is really cool.
Pixel snap is not on so sometimes there would be lines between the floor. Not sure if it's WebGL being WebGL or an actual mechanic that sometimes while I'm aiming it will just shoot the arrow anyway, that's slightly annoying considering you only have three arrows. Arrow behavior is a bit unpredictable for my liking, as the bouncing off walls would be cool if it didn't literally send the god damn thing a mile away that I have to now run past 500 enemies to go get it. Would much prefer it to just stick to the wall. Also, I would say at least put some tutorials in game, I had to looked at the screenshots to figure out how to aim.
Imho, the game is good, and is honestly only drag down by having to fit the theme. If the player have infinite amount of arrows I bet it would actually way more fun, would make the bouncing off walls and enemies a lot more fun when you don't have to run a kilometer every time you shot someone.
Awesome idea and beautiful art! The character's movement speed felt a tad sluggish, but otherwise a fun game. Great job!