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Billy against The Machine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #5 | 3.656 | 3.818 |
Spectator Appeal | #6 | 3.395 | 3.545 |
Overall | #8 | 3.307 | 3.455 |
Overall | #9 | 3.293 | 3.439 |
Ease of Learning | #12 | 3.133 | 3.273 |
Sound | #13 | 3.220 | 3.364 |
Visuals | #15 | 3.046 | 3.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I had a fun romp through the game, controls felt a little stiff at times but did like the tools at your disposal to break the environment. Very satisfying experience
I like the idea of building momentum and charging through breakable objects. I think I kind of figured out how to play by the end, but I'm still not positive I was playing correctly. I think the controls could be even simpler, and the rounds should probably be shorter. Fun music, too!
Hahaha what fun game concept!!! I'll be honest I didn't know what to expect and this blew me away. I LOVED how you did the tutorial only moving on once the player presses all the required buttons, I think I could have used a tad more info about how stomp worked but I did figure it out shortly and there's something to said about that. Really fun art assets made even better by the context of the game, similar feedback to others is more visual feedback for stomp would have been awesome and more emphasis on the destruction of items-- you could take that in a ton of visual directions and have a lot of fun with animation. The music was SUCH a BOP and overall you did such a good job!
First, I didn't go past the title screen until the music looped because I was digging it so much. Even better that it gets an arranged composition during the actual game!
What I have to say otherwise isn't too different from everyone else so far. We love destroying offices around here. Some more feedback on stomping would be good. Me personally I thought only certain things could be Stomped because it wasn't clear to me that they had an effect on certain objects. I would also say visually, as things break down, putting more emphasis on the destruction of items would make things feel better. As it is now, tables and walls sort of crumble like paper, which doesn't feel as satisfying as it would. My two cents - something as ridiculous as making objects act like they're exploding once you attack them would feel in place with the game's tone here!
Throughout my reviews of these I've mentioned Ramping Up difficulty a bit, and I think this game strikes that balance pretty well! In the beginning, you have time to figure out the controls and "Get It". By the last 10 seconds, it is chaos akin to the final moments of a Vampire Survivors.
sometimes you need a game to remind you that you don't have to respect silly things like walls
This scratches that itch for wanton destruction that Red Faction: Guerilla gave me as a kid, but in such a goofy, streamlined way that I love. Like BigScrumbo said, the routing of using the stomp vs the charge is really fun, and a lot more engaging than I expected it to be at first glance. Stomping a couple dozen boxes or office chairs out of existence at once is just as satisfying as it should be
More in the way of sound effects would be great, though! There's not quite enough oomph to some of the destruction, particularly when charging, when some of the objects have minimal or no sfx on breaking
I would love to see more of an animation for the regular hit, too - it's not always easy to tell when that's happening, and since it stops you in place for a second sometimes I'm bashing my head against a wall longer than I need to without realizing it's already broken and I can walk through, because I'm holding forward through the wall and not moving because I'm still mashing the hit button.
That compounds a little bit with my one other issue, which is that the vertical walls don't read as clearly when they break - sometimes it's a big tough to tell when it's entirely broken vs just damaged
I also like the way you did the controls tutorial screen, it's clear and concise while still making sure the player actually engages with it
I feel like the title screen really tells you all you need to know. I love a game that doesn't take itself super seriously, and this is that. What is there to say, man. You're a goat. You smash office supplies, you fill up your meter and use you're super awesome goat powers. It was really fun budgeting the energy and trying to rationalize whether it would be better to charge or to use a super mega goat blast. My only couple of issues are that, sometimes it was hard to tell if I was hitting stuff with the basic attack. Second, two minutes per game is a little long. I feel like rounds lasting a minute would be PERFECT. Still, great stuff.