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.
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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?
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 created the vast majority of the music during the game jam
Comments
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
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!
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.
Solid game. I enjoyed playing it. It would be nice to have a button to restart the level quicker. Waiting for the hero to pass the line after missing the traps was a bit boring. The font makes it difficult to read the tutorial. Regardless, the game is pretty nice and chill.
Thank you, I'm glad to see you liked it :D
I wished I thought on the reset button while developing (sad face lol), but it's good to be mindful of it now for future projects. Also, I'll remember to check other font options or even have a switch for the player to pick between a more stylized font and a more "default" one to avoid the readability problem
I found it quite difficult to get the hero near a wall. Regarding the level design, there were quite a few insignificant parts that only slowed down the time required to retry – this is especially apparent in the empty ending of level 2. The coins at the goal line in levels 4 and 5 are also redundant, as the outcome is pre-decided before you reach them.
Nonetheless, I applaud you for making all the art and music during the jam, I like the houses and overall setting in particular :). Good job on the entry!
Thank you for feedback. Probably it would make sense to have the coins there is there was some difference between losing by the Hero escaping and losing by your health getting over. At the time I probably was thinking on the perspective of the Hero, like how the game would try to help the fictional player, is some situations, but I get what you mean and it's something I'll keep in mind if I eventually expand on the idea, along with a "retry" button (I'm sad I didn't think on that one lol but hey, living and learning, right? lol).
Again, thanks for the feedback and I hope you enjoyed the game overall :D
I like the idea! It kind of reminded me of what you're doing in games with skillshots (like moba's) where you're trying to lead people in some direction if you know they'll be able to dodge your spells. Could see this being really interesting if expanded upon!
I enjoyed this! I really like the idea of the coins being bad and the traps being good, it really pushes the role reversal theme a lot more. I did notice that the hero would sometimes go in the wrong direction when I aimed too close, but great job overall!
thanks, I'm glad you liked it
about the direction thing, early on in the programming I knew I wanted the hero to run within a limited area, so it's always checking how far they can, so in the case of aiming too close and if they don't have enough room because they're getting closer to a corner, they'll run in the opposite direction to have a better chance of escaping your attacks. But I'll keep your feedback in mind, maybe I need to adjust the programming when the player is trying to aim too close. Thanks you for playing :D
Got to the final level where coins instantly killed you and it was there where I realized the models are very misleading and are not even close to hitbox sizes. Squeezing through visually is easy, but lining up the invisible hitboxes which are much larger than the visuals is way harder. Aside from polish related stuff and a bug with colliding multiple times on the same bear trap, I think that this game had solid execution. Good work!
Thanks for letting me know all this. I have some theories why it would be happening and it's probably something I'll work to figure out if I expand on the concept further after the jam. Also, good to know about the bug (let me know if you remember how it happened to prevent it from happening again). Again, thanks for playing :D
Fun game! Sometime my fire-bolts wouldn't hit where I aimed, but otherwise solid. Enjoyed level 6 the most since it was the fastest and I had to line up my shots better!
thanks for the feedback, I'll check on it to see what I can do if I eventually expand on the game but I'll make some playtesting with people beside myself to avoid this problem. I suggest trying to aim close to the Hero's foot, so your shots should align with their position better (if your goal is to make them move more). I'm glad you enjoyed and hope you had a great time :)
Damn. Level 6 took me like 50 tries xDDDDD
This player must be playing Dark Souls in his free time to doge all my shots like that. 👁️👁️
Great job man! 😁
Great entry! Was fun watching the hero run away from me rather than running away from baddies.
I really enjoyed the audio; it fit the game very well. The concept is simple but engaging, and with some polish on the visuals and the level design, you could easily expand it further.
Fun concept - needs a bit more content to "pop" but that's for a fleshed out version! The progression was pretty good too - enjoyed my time with it!
Very fun! Would love to see even more variety of traps and multiple heroes.
That was intense. I loved it. The levels were set up well such that it felt like all my actions mattered to kill the hero! :P
The coins' colliders could have been a bit smaller (I recommend box colliders that fit the coin when it's flat). I thought I could make it between coins a few times, but then they would kill me before I even reached them.
Thanks for the feedback :D About the colliders, it's something I'll keep in mind if I eventually expand on the idea, so I also consider the coin animation as part of the challenge (mostly, I thought about their position as the difficulty factor when making the level design). Thanks again for stopping by :D
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