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A jam submission

CathoBotView game page

A bullet hell game made for GMTK2022.
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CathoBot's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#2883.7713.771
Overall#9493.4653.465
Presentation#10773.6043.604
Creativity#23483.0213.021

Ranked from 48 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?
Bullet hell game where you roll your buffs or debuffs

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

Viewing comments 31 to 12 of 31 · Next page · Last page
Submitted(+2)

Not much to add feedback-wise as that’s been pretty much covered by others, however, I did want to let you know I had a blast. Interesting take on the theme and a refreshing change from the other dice rolling puzzle games I’ve been inundated with. Cheers!

Submitted(+2)

Nice little 2D shooter. I feel like the random mechanics wasnt really thought through. Felt more annoying to focus on it and i dont think it mattered that much anyway.  Could play through with ignoring it completely. Art reminded me a lot of Hotline Miami somehow. But overall i enjoyed playing it, controller felt nice. Could maybe use some more juiciness. But you guys still can be proud of it. Good Job.

Submitted(+2)

The music was incredible, I was jamming all the way through the game, it felt so good. Voice acting was very cool. 

The idea with timing is great (so you have to pay attention to both gameplay and a little sound of the blue dice) however the stakes weren't really that high, it felt like. Even if you didn't click in time nothing game changing happened. Maybe by making tougher punishments it will feel more engaging?

Still, had a lot of fun playing your game, well done!

Developer(+1)

Thanks for your feedback! 

Yeah, we had really good audio designer :)

About difficulty, yeah, we had similar criticism. Game was much harder initally, I changed it last minute, cause didn't want someone to get stuck. I had complaints in my previous jams about game being too difficult, so this time I bit overdone it. Someday I'll get it right :)

Developer(+1)

hey! I'm really glad you liked my voice acting AND ESPECIALLY my tunes! :D
They will be up on spotify as soon as the processing is done. I'll message you again when it's up. :)

Submitted(+2)

I really loved the feel of the game while in the zone - strafing around fire before blowing up the offending turret or robot with a single shotgun blast was super satisfying, and the voice lines to tell you what effects are in play were both funny and informative; they reminded me most of the weapon warnings in the WipEout games in how they allow you to focus on action without missing information. 

The dice mechanics feel like they could use some retooling, though. None of the results really changed how I played except for the screen wipe ('every machine is a smoke machine if you use it wrong enough' is now something I intend to quote a lot), and even though there was apparently a button to control timing it never felt like pressing it did anything. My guess is that it's supposed to be a timing thing in order to get the positive effects, but even so it didn't feel like anything really changed when I ignored it and brute-forced my way through.

If roll effects changed how you approach an encounter - say, 'all weapons ricochet', 'both you and your enemies have 1 health', 'you can melee enemies by running into them', etc. - then it would make the dice significant to gameplay, and would make your methods of impacting its outcomes meaningful. Alternatively, you could focus on feedback. Making it obvious that your attacks are less effective via sound design or some sort of visual indicator (healthbars, damage numbers, etc.) would make it much clearer that the dice is in effect.

Overall, really fun game! I'd just like to see the dice have a pronounced impact on gameplay.

Developer

Wow, thanks for your increadible feedback. Your ideas on buffs are pretty creative :D 

Developer

I agree with our main dev. really creative random effects! feel free to think up a few more for us. haha!

I was told to say stuff like, "shield down" "speed up"... I gave them all of that... but I felt they could use a laugh so I gave them a few more.
Glad you enjoy that little nugget, in particular. I got a bonus phrase for ya. "Any pizza size is a personal pizza if you believe in yourself."

Submitted(+2)

I had quite a blast playing it! However, I do have some points I'd like to point out:

  • The player seems to move a bit too fast with this zoomed in camera, therefore it is too easy to run into a bullet flying at you from offscreen and barely having any time for dodging.
  • The sniper bullet sometimes get stuck on the enemy while they have shields, or stuck in a corner of a wall.
  • The player seems to jitter while moving.
  • The pistol feels like a really really inferior weapon - it makes sense that it should have a lower firerate than the automatic rifle, but making the player spam clicking so much gets a bit tedious later on - not to mention it takes quite a while to kill an enemy with a pistol as well - you have to spam it a lot.

Other than these, the game feels pretty nice to play! I like the fact that you added some sound effects to help the player identifies the current dice roll's effect!

Developer

Thanks a lot for your feedback!

Submitted(+2)

Really cool game! Very creative concept and I love the voice acting! Good job!

Thankyou so much. Glad you liked it.

Submitted(+1)

I'll be honest, I'm not entirely sure what the dice thing is doing. It's not really clear to me when I'm supposed to "right click to roll". Is it when the dice turns blue on a timer? Is it random if it's a good outcome? I found the game pretty straightforward when I just ignored the die, so what exactly does it add to the game?

Other than that, it was pretty fun. There was a bit of a visual issue for me where on my high refresh rate monitor, the character moved at a slower framerate than the camera, resulting in an apparent stuttering, but that's relatively minor of an issue.

Submitted(+2)

EVERY MACHINE IS A SMOKE MACHINE IF YOU USE IT WRONG ENOUGH- I love it! This game was just full of charm! The shooting is quick and responsive, and the movement feels smooth! And the voice overs were great! Awesome work!

Developer(+1)

I had a whole bunch of nonsense that I didn't even send them. lol! 

-Be nice to your sister.
-Any pizza size is a personal pizza if you believe in yourself.
-Never pet a burning dog. (bonus points if you know what that's from)
-These pretzels are making me thirsty.
-No soup for you! / Good soup.

I believe this was all 2 hours before the deadline, too. or at least the night before. 

Submitted(+2)

Good game, but I felt like the dice mechanic didn't do enough so you could basically ignore it and play the game anyways, especially with the amount of hp you have. Also spam clicking to fire is really annoying. But the voice acting was really funny and the visuals were pretty good. Overall a great game.

Developer

thank you! :)

Submitted(+2)

Nice game. Was fairly well polished and the audio was good.

Developer

thank you! :)

soundtrack will be on spotify soon

Submitted(+2)

Fun game, I completed it. I liked how the effects were quite pronounced.

Submitted(+2)

Nice game ! I enjoyed completing it.

Submitted
Deleted 2 years ago
Developer

What do you mean "dodge rolls"? 

Submitted

oops, i think that another game

Developer

Its ok. Feel free to rate our game too if you have time :)

Submitted(+2)

Cool Game! I like the concept of combining overhead shooting game with real-time randomization.

Submitted(+1)

UI is very cute, the game too. but lines in the tileset were kinda hurting my eyes while moving.

Good job and Good luck <3

Submitted(+1)

Definitely an interesting setting, especially for dice to show up.  Though I will say they're a little weird here in the way they're implemented.  Most of the game I just ignored them because they were either a little too distracting due to placement to roll for something good, or they weren't hurting me enough to be worried about them.

I feel like maybe having the dice on the character in some way could help with the issue of being unable to see it.  Since that way it's where you're main focus is going to be.  Rather than pulling your focus away tot he bottom right.  Same thing I'd say with the health bar.  Though that's a bit more understandable since you can just glance at it whenever.  Whereas the dice you have to be watching for when it warns you to roll it for a good buff.

Although there's no punishment for missing the roll so you could just spam  right click and always get good buffs.  Which sort of removes the point of having it be a timed thing in the first place.  I feel like it might be better to just have it be "roll the dice, maybe it's good maybe it's bad". sort of thing.  Rather than if you DON'T, then it's always bad.  Or it could be that there are separate dice rolling, one for the enemies one for you, though that would end up giving both sides a buff so probably not.

 

Developer(+1)

Yeah, you’re definitely right if we’re talking about a normal game, but in the case of game jam, you can’t afford to make your game too hard. There are a lot of unexperienced players that would get frustrated way too fast. Even if game is really good — people aren’t playing it the same way they play normal games. They’ll usually speedrun the game, test some mechanics, check ideas and evaluate artstyle. So if these debuffs were hurting player too much — it could easily break their experience. Instead, we made buffs stand out more, so people would want to get them. Probably you’re right and we overdone it and the game should be bit harder, don’t know.

About the dice, I totally agree. This was the whole point of the mechanic. Its actually a bug. Dice shouldn’t be working if you missed the timing. There is a line of code, I just placed it in a wrong function. My mistake.

But putting the dice itself in a middle of a screen, or even turning a character to dice is a good idea. Sadly, we didn’t think of that.

Anyways, big thanks for your detailed feedback on the game.

Submitted(+1)

This was quite enjoyable even though I couldn't figure out why the purple gun sometimes fires rockets and sometimes bullets.

Developer

Thanks for the feedback! Yeah, thats intended, purple gun is a random gun that switches its bullets. 

Submitted(+1)

Fun game! had some lagging going on for some reason.

Developer(+1)

Thanks for the feedback. Not like I could fix it, but just out of curiosity, what exactly was lagging? It could be WebGL bug, reloading the page should fix those.

Submitted

Weird, you're right I just had to reload the page. Figured out the dice mechanic on the second play too lol.

Submitted(+2)

The gameplay loop worked greatly, I was a bit dumb about this dice thing and only thought is was a malus.

That the kind of thing you can't predict when you develop your jam haha, when someone misinterprets something and then "the game is like this".

Don't be me, the dice can be a bonus!

The game was fun to experiment with, I liked the fact that the weapons felt like real different weapons, congrats!

(You can rewatch me not understanding the game, here : https://www.twitch.tv/videos/1537297068?t=2h29m5s)

Developer(+1)

thank you for the comment and the constructive criticism the gang MIGHT do something with this later on. I'm totally down... but
I only made the sfx and music. still fun to hear positive things about a game I was a part of, though. ha!
I'll check out your twitch link and your game shortly! :)

Submitted(+3)

That was amazing! 
I had genuine fun, and thank you SO MUCH for ensuring the guns had different sprites and clearly different purposes/functions.  So often smaller games leave me going "what's this one" and then I die. 

The only comments I could make about improvement would be things that I'd only bother with if I were making the game bigger so - well done - I've got nothing to add to be constructive!
Thanks. =D

Developer(+1)

I only made the sfx and music, but I'd love to include other types of objectives for some of the floors and other paths that lead to treasure and stuff. obv more guns because more guns = more funs.

Developer(+1)

oh and thank you!

Viewing comments 31 to 12 of 31 · Next page · Last page