Play Deadly Bound
Deadly Bound's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audience's Choice - Game Design | #6 | 2.797 | 2.950 |
Audience's Choice - Player Experience | #6 | 2.536 | 2.675 |
Audience's Choice - Asset Implementation | #7 | 2.584 | 2.725 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Going from “hehe I have to the key” to “oh no, it’s the wrong key” was pretty cool and felt very in theme!
hahaha thanks uwu, It's more fun when you don't know which of all the keys it is.
CAUTION: SPOILERS BELOW
Summary:
The player must escape the constantly hunting killer snail, navigating their way through several connected rooms of a house. There are keys scattered around, which the player must collect to open the door - which is also left for the player to find, and several are tucked into awkward alcoves.
My Experience:
It's a funny idea, and I'm a particular sucker for key hunting in bondage games, so I was excited to try. At first, I didn't actually realise that I only had to find the right key, so instead simply retrieved every single key and then went to the door - which is at least one way of solving it! Additionally, the heartbeat indicating how close the snail was is a fun indicator, and a good way to add tension to otherwise unobtrusive, necessary information. Sadly, the fidelity of the player sprite, combined with the monotone graphics made it hard to make out what the player sprite was supposed to be, but otherwise I think the gameplay probably reflected the author's design. My major frustration was that bumping into a wall completely freezes you for a few seconds and some spaces are simply too awkward to navigate without bumping into them; I can see the idea behind this (falling over bound as you flee from the snail) but in practice the danger level feels quite low - particularly as the snail slows down as it gets closer - and it ends up being more annoying than threatening, especially when it's so easy to do. This also applies to floor hazards, where one muffles the sound of the heartbeat, but due to the relatively low challenge, serve to make the player feel randomly slower more than in danger. Overall, I had a fun time with it, with the major complaints being around polish!
Theme Fit:
The player sprite is bound, and the opening/ending graphics both show off a bound protagonist. Gameplaywise, you have to fiddle with the controls a bit to pick things up - which actually works surprisingly well to add that air of restriction to the game - and fall over if you stub your toe. Otherwise, there's no contrast between more or less bound states, and it largely serves as mechanical justification.
What Could Be Improved:
Wow, it's a great criticism, I appreciate that you have made such a complete review for my presented project, since it is my first game made, not just my first participation, it is really useful that you have taken the time to highlight both the positive points and the negatives of it, I would have liked to have a more identifying style but due to personal difficulties I did not even have the time to start within the 7 days, I did everything in around 4 days or less, as for the snail, I decided to reduce it its speed when approaching to give the player a chance to move away, since I am aware of the difficulty of movement in the controls I designed.
Soon I plan to make more games, and I would like to return to the idea of this one for a next one, it will not be the main idea, but if it will be part of, I appreciate your sincerity regarding all aspects of it to make the next version of the idea much more better, more fun, challenging and intuitive, thank you <3
postscript: I love your profile picture of the crab holding pens AAAAAAAAAAAAAH
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Thank you for making a game, I had fun! For 4 days, it's really impressive, so well done! Looking forwards to next time then.