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Baddest of them all's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2722 | 3.169 | 3.169 |
Overall | #3123 | 2.867 | 2.867 |
Enjoyment | #3198 | 2.631 | 2.631 |
Presentation | #3295 | 2.800 | 2.800 |
Ranked from 65 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?
Instead of the player being the hero of the story, he play as the villain trying to stop the hero
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
Fun concept. I think with some balancing and tweaking to movements and speeds the game could play a little bit better. Great work on the medieval music. It really fit the vibe. Good job!
Thank you :D
Really cool concept, I think it needs some polishing, also I would love if the player fought back, like tried to move away sometimes, etc. Still pretty cool concept!
I'm glad you liked the concept. Due the time, creating the coins was my way to have the Hero "fighting back", because some of the ideas I came up with would take more time or the implementation didn't feel as intuitive enough to figure out in time. I also thought on some ideas to make the Hero's movement less predictable in some ways, like make them go in random directions sometimes, but I felt it would overcomplicate the game (at least, for this version), but are things that I'll probably think about it if I eventually work on expanding the game. Thanks for the feedback :)
Hey! cool idea! I like that it looks that the hero is running away from me because im throwing him firebals from the back haha
Is quite engaging to play and i think it has room for a lot of expansion with new mechanics and things of the sort :D
Thank you, I'm glad you liked it. And I've started thinking of possible new mechanics (some thanks for the suggestions people left in the comments) to serve if I eventually works expanding this project
Original idea. Needs some tuning in the coin collisions as they are way bigger than the coins themselves.
Thanks. Yeah, it's probably one of the first things I'll need to solve (actually, I have a personal theory on why it's happening)
Nice idea! Need more action to do to disturb the hero!!!
I'm glad you liked the idea. And it's a good idea, having more options to make the Hero to react to, thanks for this suggestion <3
I really like the idea, and the music is really nice, but it kind of needs something more than just spam to go left/right, but overall a solid game
Thanks for your feedback. Some people have been giving me some ideas of what to add next if I eventually expand upon this concept, and because this is my first jam I knew I didn't want to risk overscoping or overcomplicating the initial idea, but I'll see ways to spice things up. Thanks again :)
Pretty original idea and i can definitely see this turning into a proper game with more mechanics and interactables, like obstacles, different traps or even a level layout. Good job!
Thank you, I'm so glad to hear that :D
The colliders are not placed correctly, i m dying without touching any coins,
but the overall gameplay is nice and the concept is also good.
Nice Work.
Thanks, I'm glad you liked it. I have a theory on why the collider problem may be happening (my bad 😬) so it'll probably be one of the first things I'll have to fix if I eventually expand on this project
The hitboxes ! Sometimes, I don't even touch the coins and I'm losing life.
Sometimes, I click right of the player and... he goes right !
I finished the game and I really had fun, even if it was not perfect.
Really well done, bravo for this entry !
I'm glad you had fun. About the hitboxes, I think I know what may be happening and if I eventually expand on the concept I'll work on that. About the Hero going in an unexpected direction, if it's happen when they're close to the houses, so that's working as intended (they check how much room they have to dodge in the opposite direction, and if they're too close from the walls and your shot was too close from them, so they'll move further, so they go in the opposite direction to better dodge), but I should have warned about that or make a level to showcase this behaviour a bit better. Thanks for your feedback :)
Thanks to you for explaining everything !
Nice game, good job.
Sometimes I don't get why hero turn that way, especially near the "houses" (edge of a level). But maybe I was just aiming to close.
Thanks, I'm glad you liked it.
About the turn the hero does near the houses, that's because if they doesn't have enough room to dodge in a direction for being too close from the houses, they'll try to dodge in the other direction, to add into the importance of knowing how close to aim each time, but I probably should warn about that or make a level that showcased that in a more explicit way, so I'll surely have to work on that.
This has unique gameplay, which is pretty cool. Feels like it could be a little more balanced and challenging, though I know that can be hard to achieve with the time limit. Good job on the game.
Thank you. Probably if I eventually expand on this, I'll probably need some playtesting to help with the challenging level, but making it during the jam has been a really good opportunity to learn from
That's a very interesting idea, and it sounds like a cute game! It's amusing when enemies accidentally fall into traps without you even attacking him! great job!!
Thank you so much :D
this is quite a unique take to the theme! i would suggest changing the fonts as it kinda hard to read
Thank you. And yeah, I'll probably try or changing the fonts or adding a toggle option so you can pick between a more stylized font and a more common one. I really wanted to help the presentation with the font, but, yeah, readibility is more important
Nice and cute game. I like the concept and levels flow. Great job!
Thank you, I'm so glad to hear that :D
Very creative! Nice game!
thank you <3
Cool concept. I finished all 5 levels and some of them were rather challenging. There was a good difficulty curve. My only feedback is that sometimes there was this bug where even if If I launched magic on the right side of the hero, he would go towards the explosion rather than away from it (Not a huge issue, just something that happened a few times). Overall, nice work, congratulations on finishing the jam.
thank you for your feedback, hope you had fun
about the bug, I think that part was intentional if it happen when the Hero was closer to the houses, at the edges of the map. I did it so if the hero didn't have enough space to deflect in that direction, they would go in the opposite one, also to make the players more aware of how close they try to aim for the hero, as they will move faster the closer you throw an explosion. In hindsight, I probably should give some hints that it happens, just to be safe, but still I'll give an eye to see if there are situations where the hero is going where they shouldn't, as it's likely I'll try expanding on the game after the jam. Again, thanks for your feedback and for playing <3
very good idea, not hitting the hero directly but driving him to a trap!
I enjoyed it :)
I'm glad to know that, thank you :)
Super unique and interesting idea! I just wish there would be a way to reset the level quicker because when there are no traps left you just have to wait a really long time just to lose. Solid submission nonetheless!
Thank you. Yeah, I wish I added a reset button, but at least I know which features to work next if I eventually expand upon this project, right? xD :)
Loved the gameplay!
I'm so glad to know that, thank you :D
Very interesting idea to not attack hero directly with your attacks. I wonder if it would be more challenging with the need to kill more heroes at once.
Wow, that's a cool idea, and it'd probably leave a lot of room to aditional ways to make the level challenging
Thanks for the suggestion <3