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Bronze Wolves : CyberPunch's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #6 | 3.286 | 3.286 |
Gameplay | #8 | 3.000 | 3.000 |
Overall | #8 | 3.048 | 3.048 |
Innovation | #9 | 2.857 | 2.857 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A very nice attempt at a beat em up, art style, animation and music all synchronises quite well, some initial indication to control would have been nice as well as enemy health.
Very nice game!
Felt very nostalgic for me, as I used to play games like Streets of Rage. This game felt like that in a lot of ways. I think the hitboxes on the enemies will need some work, and possibly some health bars would be a good thing too.
Sometimes would take damage from enemies, that wasn't all too close to me either.
Other than that, this game is really good. With more time, I feel like this could be great !
A really solid game. The sound design fit the pixelated art style of the game and was really nicely complimented by the background and the level design. The controls work well with the game, however, they were hard to figure out as there are no instructions. The controls do work well but there is no way to actually avoid any of the damage being given by the enemy
The mechanics of the game worked really well, however, the game did become difficult as there is no checkpoint at the start of each level meaning that you have to start the whole game again which makes me lose motivation to play the game. I feel as there is also no incentive to replay as there is no score mechanic.
Overall a solid game with a few minor issues that can easily be ironed out.
A really solid game. The sound design fit the pixelated art style of the game and was really nicely complimented by the background and the level design. The controls work well with the game, however, they were hard to figure out as there are no instructions. The controls do work well but there is no way to actually avoid any of the damage being given by the enemy
The mechanics of the game worked really well, however, the game did become difficult as there is no checkpoint at the start of each level meaning that you have to start the whole game again which makes me lose motivation to play the game. I feel as there is also no incentive to replay as there is no score mechanic.
Overall a solid game with a few minor issues that can easily be ironed out.
Good game! I like the music and the art is good as well as the animations!
I would have liked something to explain the controls. At first i struggled to find out what key it was to punch.
Well done!
Overall, the game is alright. The art style properly gets the theme going with a real vaporwave/80s vibe going. With a bit of polish and clean-up, it could be really good.
However, the gameplay is not really that exciting. The action does not feel very responsive from neither the player nor the enemies, which makes the fact that the health bar depletes within seconds on a normal playthrough. I also found that stopping to attack was 9/10 times the dumb move to make, as the enemies would just teleport further ahead, meaning that you would still need to fight them whilst you took a hit. Powering through with the occasional jumping was the only way I got to the second level. This could be fixed by simply deleting the enemy upon a single strike, stunning the enemy rather than teleporting him, or by making the enemies deal a lot less damage.
Love the overall cyberpunk art style, music and the overall theme of this game. The design of both the day and night level which give off a cyberpunkish LA feeling, its a shame that the two designs are looped, would have loved some variation. The music is a nice addition to the game and fits the overall style verry well. Loved the sprite designs I feel that the game could have used a place where the controls are displayed so that player would know them beforehand. The game could also use some alteration to the hitboxes as it was often impossible to avoid taking damage when hitting the enemies. Had fun playing, good game.
Really really nice visuals and the game was really fun to play! I did find it really difficult as there was no way that I could find to avoid taking damage. Also I had no idea what the controls were for a few rounds partially because a little inept aha :) Anyways this is a really really good game both from an art and programming standpoint - the team should be really proud!! :)
A very nice submission with visuals reminiscent of games like Double Dragon and Streets of Rage which is a cool touch. The animations were simple yet smooth and worked well for the game. The parallax on the background added to the strong visual aspect of the game. There is a visual style here that I could see on a public title with some additional cleanup and improvements, given more time.
However, I feel like the gameplay could use some improvements. Controls were fine given the timeframe, but could benefit from having a control splash page on the main menu so players don't have to figure out how to play the game for themselves. The main improvement that I feel should be addressed would be hitboxes, as that is a large contributor to the feel of the game. Having the same Hitboxes and Hurtboxes as the enemy means that it is really hard to avoid taking damage. In games like DD and SoR as previously mentioned there are ways to avoid getting hit which makes winning and losing more dependent on player ability and doesn't feel as random. Finally, player feedback (aka. enemy health bars, hurt animations or red flash on damage) goes a long way to improving the user experience and I think that would have been nice to see in game.
Overall, given the timeframe you had, whilst more may have been done it is a solid submission with a good aesthetic and serviceable gameplay that I think establishes the foundation for a strong beat-em-up game. Good work.
thank you for the feedback! I feel like given more time we could make new additions and improvements such as smaller enemy attack range and "super" abilities which are charged up and bosses and more fluid mechanics, appreciate the review.
Thank you for the feed back we have taken it all on board.
Wow the sprites are fantastic, the I particularly love the background art. The effect for enemies teleporting back is really cool, everything contributes to the overall theme and really sells the whole cyberpunk aesthetic.
I like that there is a delay between punches meaning you have to time your attacks rather than just mashing the key, although I feel the timing needed to hit an enemy without being hit back is a bit too precise.
Overall I think you've got a good amount of challenge without overwhelming the player, I had fun playing it. Nice one!
Sprite work, music and sound effects are all top notch
However, the actual gameplay seems to have taken a hit in exchange. While movement is fine, the combat suffers in multiple aspects. To begin with, the only way to engage enemies is to also move into their attacking range, which often leads to trading damage with an enemy. With the amount of enemies in each stage, trying to engage every one of them leads to inconsistent damage trading and in the multiple attempts to run through your game that I did, it often didn't allow me to progress past the first stage.
On top of this, the lack of any damage indicator makes it hard to know when I've actually hit an enemy, or how much health they have remaining. This would lead to me trying to edge up to an approaching enemy and mindlessly mashing the spacebar, hoping that I might be able to scrape past before the enemy attacks me back. I should also add that backing off after an attack to make the engagement "safe" on the player's end becomes difficult, as enemies spawn in behind you. This can quickly lead to either being backed into a corner or completely surrounded, however I did notice that turning away to look at enemies behind you would prevent any enemies from the front from moving closer to you, which at least prevented the issue from becoming worse.
Another thing to mention is the lack of any "Controls" display from what I could see (please tell me if I missed it somehow, I will go back and replay the game). While I was able to figure out movement and attacking with the spacebar, I was unable to know if their were any other player actions.
Assuming that this doesn't already exist, I believe a few of the gameplay problems focusing around actual "safe" engagements could be solved by adding a ranged attack to the player of some description, perhaps with a cooldown to prevent it from being spammed to much and making enemy approaches too "safe".
Aside from the aforementioned issues I see with the gameplay, I should really stress that I loved the spritework and general aesthetic of your game. If I have missed anything that you believe would have made my experience better, please let me know and I'll replay your game right away.
UP numbers are:
UP935700, UP945607, UP927411, UP924264