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A jam submission

BondungeonView game page

A bondage themed game
Submitted by bunpied — 8 minutes, 26 seconds before the deadline
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Bondungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Grand Winner#2n/an/a
Audience's Choice - Game Design#33.9263.926
Audience's Choice - Asset Implementation#43.9633.963
Audience's Choice - Player Experience#53.2593.259

Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(1 edit)

If I hadn't read the game's comments a few minutes into playing, some of the previously "blind" jumps would have just infuriated me. Knowing the browser zoom quirk made looking around at least a bit more bearable, but that's a heavy thing to overlook. This is the first game of this jam that I've actually enjoyed, so already you're a step ahead.

I like the game and I find the art adorable but if I had to nitpick one thing about the game, I'd say that its annoying to see how slow the player moves, but at the same time, there's a reasonable reason for that. I really liked the game though ;]

cool animations, and the idea of a reverse-bondage metroidvania like this is a good one. the slow movement goes on a bit too long though with not much to do in that time. I also would have enjoyed having really fast and fluid movement in the end, jumping from vine to vine like it's mario, to contrast the slowness of crawling. but such is the limitation of a gamejam I suppose.

animations sometimes played at the wrong times - jumping animation when climbing a ladder for instance - but they're still delightful. full points for that for sure.

CAUTION: SPOILERS BELOW

Summary: 
A scavenger hunt platformer, where the player begins very restricted 

My Experience:
After spending a good 30 seconds not understanding how to close the note at the beginning and feeling like an idiot when I just moved past it, I found myself mostly annoyed at the incredibly slow movement. This is by far the weakest part of the game, largely alleviated throughout by constantly jumping to speed up (even when hogtied). Beyond that, the gameplay worked nicely, with the "hopping" stage of movement being a little clunky to judge how much you need to go- but sort of understandably so - and I just adore key hunts generally. The pixel art, particularly on the player character, is quite incredible for the time, and the fluid escaping motions are entertaining to watch for the sake of it, so it's a shame there's some distracting background clipping issues. Each stage of freedom looks and feels different in a way that comes together incredibly well, and as a play on old school platforming tropes of key retrieval/powering up, it fits excellently. Overall, I found myself not wanting it to end and to have another level, which is always a good sign!

Theme Fit:
The theming of the jam comes through strong, with strong contrasts between being more or less bound, and palpable relief as you get items off. As it stands, that part is, I think, perfect; the only minor quibble I have on theme really is that having arrows shoot the player seemed a bit odd, maybe better replaced with a sleeping dart that moves you back to the start or something the reties you, instead of getting "killed".

What Could Be Improved:

  • Movement: There is always a trade-off between the experience of being restrained in a game and being able to play a game well, and inching across the screen is definitely a bit too far towards restrained for my tastes. For me, a platformer lives and dies on movement, and the hogtied stage is just a too slow to be enjoyable (though it does pick up after). Perhaps if the hogtied section was shorter, or you got put back into it for brief periods it would be okay, but I wish it wasn't so slow here.
  • Being restrained more and less throughout: This is less of a flaw and more just something I would love; the bound sprite design and escape animations are so beautifully done that it's a shame to see them so little. Being retied or similar could bring back some of the fun.
  • Level hazards: As per the theme fit section, having crossbows shoot you is quite odd and although it adds some needed challenge, it feels strange. Likewise with conveyor belts in a medieval castle, which don't quite fit in terms of appearance and might be better with different appearances. A very small complaint, but could be some nice polish if you want to take it further in the future.
Developer(+1)

Thanks for the review. As it was my first time working with Unity, some errors ended up being beyond my control, especially during the jam time. I will take note of your suggestions and improve the game for a future update.

It's an excellent idea and it works really well, so I hope you're proud of it! For a first Unity game especially, it can always be annoying to find these little bugs near the end of the time crunch, but the actual gameplay and ideas are very well done, and the artwork is stellar. Well done on finishing, and I hope to see more from you in the future then 🦀

Some really fluid pixel art you got there!

A nice touch with the keys giving new abilities, aside from minor background image issues was enjoyable. Would love to see how it develops if given more time, definitely someone to look out for in the future should they continue.

Developer

Can you tell me what are the background problems you are having?

Not too sure but it looks like grid lines appear and slightly flicker upon movement.

Submitted

Love the animation sets for each “power-up”, and the ladder minigame was also a nice touch!

Metroidvania + Bondage = My kinda game!

Some interesting ideas like the ladder climbing in here and cute art.

Submitted

Love the concept, the sprite and animations are really cute too!!