It was very fun! great controls! Once I realized that I didn't have to be anywhere near the bombs the game got a lot easer. I liked that in some cases the rubble could block your shot and cause you to lose. I would lean into that more.
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DEFUSED's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1 | 4.556 | 4.556 |
Controls | #2 | 4.222 | 4.222 |
Audio | #3 | 4.074 | 4.074 |
Overall | #3 | 3.974 | 3.974 |
Originality | #10 | 4.185 | 4.185 |
Accessibilty | #13 | 3.519 | 3.519 |
Theme | #27 | 3.630 | 3.630 |
Graphics | #47 | 3.630 | 3.630 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5.3
Wildcards Used
N/A
Game Description
Defuse the bombs without destroying the city!
How does your game tie into the theme?
Your rocket movement causes unintended destruction!
Source(s)
N/A
Discord Username(s)
dan_waterfield
Participation Level (GWJ Only)
2
Comments
I really enjoyed this one! I could sense some superhot inspiration and thought it was executed really nicely. A hard mode could be fun, where you blow up if you are too close to an exploding bomb or you hit a wall too quickly. Originally, I also thought your number of shots was limited, so that could be fun, too! It's a really cool submission - well done.
Clever design! It goes against most games by making you aim behind while moving, making it trickier to hit targets. I noticed when you are at the walls, the shots stop dropping and explode immediately. Their initial spawn must be touching the walls.
Woah, this is incredibly fun! Such a well implemented flying mechanic that is easy to understand and hard to master. I could go for another 100 levels of this haha. The destructible walls are a really nice touch. Smart move to switch between Static and RigidBodies for the performance boost, I'll have to remember that trick! Great submission.
Fun play with gravity. I really liked trying to do a controlled flight and get the bombs with just one, well timed, shot. Clean, minimalistic graphics. The level title screens were nicely done.
Very fun and polished game !
The intro to every level with the text is really clean and fits well in the game overall. Was a nice enjoyable playthrough, with the classical music and good sfx.
What I would add (especially for those who want to speedrun this game, like I found myself doing every level haha), is a "retry" button, when you know you don't have time to defuse the bombs left, or at least a pause screen where you can then retry, or if you know can do a better time and just want to retry the level instantly when you mess up.
This is just nitpicking though, it just adds to the quality of life on the game experience, but the game was great overall, great entry and contender for sure !
The game was pretty fun! I thought it fit the theme very well. Great job!
My favorite game, thank you, i rated best, i love the mechanic, music, concept and the thing, you can destroy the whole world, insane, i wanna recreate this great game. I would recommend you should add collectables, secrets and highscores for all players. thank you ! please play our game, and tell me, did you like it?
Probably the most fun game so far. Easy 5/5
At first I was not very interested but over time I found a certain charm to it. Now I can confidently say that I don't regret a single second of my playthrough.
The controls are a bit wierd and somehow it's not a bad thing but it adds to the gameplay. The graphics are minimalistic but nice and elegant.
All things that should be net negatives but you made it work in this beautiful, cute, sweet little masterpiece.
Congrats man! I want to see you make more quality games like this!
This was a fun experience. Lots of clever design and polish here!
Really enjoyed playing this! The idea was creative and simple, the minimalistic visual style was well done, the music was obviously enjoyable and fit the game well. The levels were engaging.
- Did you have any inspiration for this?
- How long did you spend on development vs. level design? I thought the amount of actual game in the game extremely well done for a game jam and solo dev!
- Level 7 made me think of an old racing game I played on my TI-83 calculator, where the corridor gets narrower as you progress, which took me down a bit of a ticalc emulating rabbit hole. :)
Great job!
*Did you have any inspiration for this? *
- It was vaguely inspired by Bakugo’s movement from My Hero.
- And I thought about teardown a lot bu I haven’t actually played it.
How long did you spend on development vs. level design? I thought the amount of actual game in the game extremely well done for a game jam and solo dev!
- Thank you!
- I ended up building the mechanics etc in a test level up until the last day.
- Then, I had a bunch of ideas that I threw into levels and just played through them over and over. Polishing as I went.
Level 7 made me think of an old racing game I played on my TI-83 calculator, where the corridor gets narrower as you progress, which took me down a bit of a ticalc emulating rabbit hole. :)
- Calculator emulation, that’s God’s work :)
Thank you for the kind words!
That's really something, that you were able to get so many coherent levels done on the last day. They were so polished, I imagined it took way longer!
- Did you run into any performance issues with dealing with all RigidBody2Ds?
- Did you consider making the non-destructible blocks a different color? I found myself surprised at times that there was no delineation, but at the same time I found the simplicity of everything looking completely uniform very satisfying.
Yeah that last day was definitely a mad dash haha.
Did you run into any performance issues with dealing with all RigidBody2Ds?
Yeah, when I first added hundreds it really struggled. They also moved and jittered against each other. I ended adding some logic that switched them from Static to Rigid based on the situation. So, they all start as Static and then the rocket explosions ‘Activate’ them and set them as Rigid. Then if their movement is below a certain speed for a certain amount of time, it sets them back to Static.
Did you consider making the non-destructible blocks a different color?
I did consider it and there definitely would have been some upsides. But there are less destructible tiles than you’d think looking at it. This improves the performance and keeping the colour the same hides this limitation. It also hides some of the more funky collisions that can happen between the environment and the destructible tiles. I also think not knowing what will and what wont explode is a fun link to the theme :)
Thank you for the great questions!
The graphics are extremely simple. The gameplay is interesting. It relies on chaos to fulfil the theme, which is a good idea. I like the fact that you can control everything with the mouse alone, but why do you have to exit menus by pressing ‘B’? I see that as inconsistent, but that's just a detail. The difficulty curve is reasonably good, but there are also outliers. The applause reminds me of Pokémon Stadium mini-games. There are a decent number of levels, but there could be more content. All in all, a solid game!
Wow, that was an impressive game. Could totally see this ending up on Steam.
That was amazing! Flying around was so much fun. I did get buried a couple of times, but it was probably deserved.
Wow! Fantastic game. I had a lot of fun playing it. I loved the destruction and aesthetic.
Like playing a Mission Impossible movie directed by Wes Anderson. I love the destructible environment, level design and overall aesthetic! One small bug, it seems if you complete a level as the screen is red-shifting, the hue shift is not reset. Does not detract from a great game!
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