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A jam submission

Wooden WrathView game page

A Boss battle bullet hell plat-former against Treeman
Submitted by CodeingerCat — 15 minutes, 30 seconds before the deadline
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Wooden Wrath's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#2683.1543.154
Overall polish#3212.8852.885
Overall#3252.9872.987
Engagement#3512.9232.923

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

It's fun to shoot your own head :)
I like the concept but I'm missing feedback when I'm hit.

Developer

Thanks for playing, glad you had fun.  Yep there was supposed to be a sound just ran out of time as usual with theses jams and as it right now that lack of feedback I will agree is quite annoying.

Submitted

Interesting game, I wasn't sure if the double jumping was intended. The controls felt a little bit off or unpolished, what makes playing harder then it must be. But maybe that was intended to fit the old arcade style of the game.

I liked the idea that you only have one shot, until it's landed. Would have been interesting if you would have to collect the head again, but that would only be possible with less enemies and might change the games pace.

The tree man in the background is nicely animated, I only made it once to fight against him and then I didn't know why I died. Nothing seemed to have hit me, but I just shot one of his vines/roots with the head. Does it kill you to shoot the roots? Or did I overlook a root below me?

Definitively a good looking game and highly engaging, but the controls lessen the engagement.

Developer(+1)

Thanks for playing and for the feedback.  

Ya the controls are a bit off they were supposed to feel a bit like fast sudden arcade controls but are also just poorly tuned.  Ya I am not particularly happy with the game play loop ether bean trying to think up a way to make it more engaging and less choppy like picking up the head just haven't thought of a good solution yet. 

Ya so that appears to be a glitch where you can get randomly damaged sometimes from shooting some of the final roots.  I have not fully diagnosed the problem since i found it after the jam ended while testing the game a bit more.  It seams to come from a slight mistake on my part wile throwing the last stage together at the very end of the jam where multiple roots are overlapped on each other creating a single frame window where the head will be at the thrown location but check for damage and get hit by the overlapped root.

So in short sorry about the bug but if you made it to that point I would say consider yourself a winner since the root in question is 3rd to last enemy spawned before you win.

Once again thanks for playing and for the feedback as well. :D

Submitted

I like the shooting head!

Developer

Thanks for playing and glad you liked the shooting head.

Submitted

memento mori

found a jump where if you spam up arrow and space, your guy jumps so high it hit his head on the roof.

all jokes asides it's very simple but hey good job making it!

Developer

Thanks for plying, and yep that type of jumping was very unintentional and I found if funny so I left it in. :D

Submitted(+1)

Loved the art style and the gameplay was pretty polished but like others mentioned the arcady feel does get a bit tiring :/ . Still felt really engaged tho!

Developer

Thanks, and thanks for the feedback.

Submitted (1 edit)

Good concept! Love the head as projectile and having to wait for it to come back to shoot again. Wish there was a bit more to the animations for the little guys and something to make the shooting seem more satisfying, but overall this was fun!

Developer(+1)

Thanks glad you liked it,  Just wondering did you win the game or how many stages of the Treeman boss did you make it through

Submitted

I could not get to the boss, sorry, it is really hard to strafe when my connection gives me 5 frames lol. To clarify I was trying to say that I would have liked to see more animations, or something to make the shooting feel a bit more responsive / satisfying for the small guys. I will edit my original comment to reflect this.

Developer(+1)

Ah ok that makes sense,  yep as usual with game jams ran out of time to implement the walk animations for the player and basic enemy.  Also was going to add some particles for when an enemy was hit  but same issue ran out of time.  Thanks for the feed back.

Submitted

Yup, happens to the best of us

Submitted

Not a bad idea, I just whish you had time to put more content into the game. It just felt like an infinite wave of enemies to me.

Developer

Thanks,  Just wondering did you finish the game or how many stages of the Treeman boss did you get through?

Submitted

I don't think I reached it, sorry.

Developer

Ok,  ya probably half to modify the starting waves for after the jam and see if more people start seeing the progression sooner.  Thanks for the feedback.

Submitted

Pretty nice but got old really fast. Adding stuff like scoring, pickups and something along those lines would make it last longer.

Kinda weird how your most impressive looking thing in the game is the background. I mean you added animation to it and all. Those green enemy guys even had their own walking animation on the sprite sheet so it wouldn't have been too much work. And flipping them to face the correct direction would be simple too. The player sprite is very stiff too. It would be quite a lot you could achieve by just simple position/rotation/scale animations.

Moving and jumping overall feels too quick and sudden. Also if you mash the jump button quickly, you can trigger multiple jumps before leaving the ground for some impressive hops.

Anyways, good job!

Developer

Thanks, and thanks for the feedback.  How far did you make it through the game/ how many stages of the tree did you see so I can try and interpret your feedback as accurate as possible?

So for the whole animations front the player and enemy were originality implemented without any ran out of time to add them latter, as for the boss in the background it has more animation to it since I prioritized it for animating so that the different stages were clearly being moved between.

ya the jumping is a little odd do too a few reasons mainly that the input and ground checking do too some janky code is a bit to decoupled from each other as well as ran out of time to make the jumping/movement quick and responsive but not out of control and sudden.

As for the scoring,  I did original have planed different pickups/power-ups and there is even a hidden unfinished score in the game already that was lowered on priority since there is limited enemy's.

Submitted

Seems like I didn't even make it past first wave since I hadn't seen the transition and second enemy type. Actually thought that the game was endless before checking out the other comments.

Went for some more tries and made it to the actual boss fight but perished there quite quickly. Dunno if something is going on with my computer right now but every now and then (maybe each time garbage collection hits or something) the game starts lagging like crazy and becomes unplayable for several seconds. Does't really make it any easier. 

Psh, can't give up yet, more tries incoming...


Finally! Can't say it was hard really, just tedious. The addition of enemies and boss even for sure made it more interesting but not more fun really. Quite the opposite. The slow slog to fight the boss enough times to beat it was just a slog. Just a test of patience. If you try to rush it at all, you'll get punished and have to face the boss with 1 or 2 hearts.

The more I played the more the lack of feedback started irritating me. Like few times I thought I was reaching the boss with full health just to realize that I had been hit few times without noticing. The flash on sprite is way too subtle and lack of sound doesn't help either. And the hitbox is too large too. Close calls are fun and should favour the player. Feeling like you didn't get hit when you did does not feel good.

The third enemy was boring copy/paste of the first one. No real difference at all. Well you couldn't be that close to them while killing and jumping over the projectile but wasn't such a smart strategy with the green ones either. The boss fight itself was pretty cool though even though the tentacles telegraphing felt a bit fast to my reflexes at least. And here too, the unruly controls didn't help at all. Kinda like in old Castlevanias where you had to plan your jumps beforehand but for completely different reasons. It's more like a turn based game than a platformer where you can play on reaction.

Developer(+1)

Oh my thanks for playing through the whole game did not expect anyone other than me seeing if it was possible relay to do that.  Will definitely agree it starts to feel like a slog to beet the boss. 

Going to half to see whats causing that lag spike didn't see it while i was testing but ya it probably is garbage collection didn't relay optimize the code to not be freely  trashing an creating objects all the time. 

On the note of feedback for getting hit that just for some reason alluded me while putting this game together diden't realize it till after uploading it and testing to see if the game was beatable will agree can be vary annoying getting to the last stage and realizing a heart or two disappeared somewhere.

Ya the 3rd yellow enemy was there for the whole jumping thing witch was supposed to be a bigger part but do too my poor balancing of the movement  mechanics dose not relay serve its purpose as well as it should.

Again Thanks for playing through the whole game and giving me all this feedback will be sure to check out you're game when I am on a computer that wont explode while trying to run pong. :D

Submitted

The head gimmick is really cool, maybe you could do something interesting with that, like maybe you have to go grab your head afterwards or something like that.

Developer

Thanks glad you liked it,  ya the head was originally supposed to boomerang back to you and even had code for it just commented it out at the end since i ran out of time to adjust and balance it to a point it didn't feel to janky.  If I had time I was also considering adding power ups that would give you multiple heads, piercing heads that would continue through several enemies, anti gravity heads that make you float, and so on.

Submitted

Never used my head as a weapon before! I liked the feedback that I was progressing once the tree started dying.

Developer

Thanks, glad you liked the game. :D

Submitted

Interesting game. The jump felt a little bit off, making it quite hard to dogde.

Developer

Thanks, ya I would agree the jump is a bit weird just ran out of time to try an balance the weights of it after getting the waves put together.

Submitted

Nice discrete experience. I like that your attack redirects you, and I wish it was more of a meaningful choice between whether to use it for movement or attacking. Really good overall.

Developer

Thanks,  ya ran out of time to balance thing.  The head was originally programmed and just commented out to return to the player like a boomerang but do to running out of time couldn't balance it to a degree that it felt good to play with so just teleport s now since that was faster to implement and felt better than the janky boomerang skull.  So ya if i work on this more after the jam hear will be trying to make that more meaningful in more ways than just boomeranging it.

Submitted

I love the concept! Really fun shooting and moving, felt super smooth! The art usage was super interesting too! I think the enemies were a neat idea too. The sounds were pretty neat as well, overall a fun experience! Oh and the idea of throwing your head and attacking the bad guys is pretty clever.

Developer

Thanks, glad you had fun. :D

Submitted

That was great, I loved how the player makes their own difficulty. If you kill three approaching enemies quickly, you have to do three jumps in quick succession.  But if you take your time you can make a wave incredibly easy. I liked how I slowly recognized the roots and the tree from the art pack, great job with the art!

I can just echo what others have said: a wave indication or some other method of showing it's not an endless game in the first wave would be nice.

Developer

Glad you liked the game, And thanks for the kind words.  Also ya guess that's another issue addressed by adding a wave indicator is that people wont assume its endless, hadn't thought of the problem before thanks.

Submitted

Fun game with a unique concept! I think an indicator of wave progression, like what jf1x suggested would help a lot!

Developer

Glad you liked it, If I update this later after the jam with new stuff an indicator will defiantly be one of the first parts added. Thanks for the feedback.

Submitted

Nice little game, I laughed when I saw the projectile was your head! I got up to the third wave of enemies a few times but I couldn't quite make it, even though I really want to defeat Treeman. I didn't realise you could double-jump for a while. A way to tell your progress towards defeating each wave would be nice. Otherwise, well done on finishing and congrats!

Developer

Thanks and Congrats on finishing your game too.  Thanks for the feedback as well, I agree having a bit of a clearer indicator would be good just kind of ran out of time to implement, oops.

Submitted

Yeah I always hesitate adding suggestions to jam reviews as it's almost always just a time issue, plenty of those on my part also! Good luck.

Developer(+1)

Ya even if it was something I ran out of time to add knowing that someone actual would like it is always helpful to know in my opinion :D

Submitted

Fun Idea ! Good job :) Why the ratio is too small though :(

Developer

Thanks!  Also ya had noticed the odd small window on browser,  It was caused by some unity build settings an I just uploaded a fixed version that shouldn't be painfully tiny without full screen. :D