I like it, but the controls are a little tricky. I spent most of the second level trying to get to the door. That jump sure was hard. Also, in the first run I didn't take the upgrade on the first level and I wasn't able to throw bombs on the second one.
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Bombario (open-sourced)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #2 | 3.895 | 3.895 |
Visuals | #7 | 4.263 | 4.263 |
Overall | #7 | 3.667 | 3.667 |
Gameplay | #12 | 3.684 | 3.684 |
How much do you enjoy the game overall? | #17 | 3.368 | 3.368 |
How well did the game make use of diversifiers? | #18 | 3.316 | 3.316 |
How well does the game fit the themes? | #22 | 3.474 | 3.474 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How much time was taken?
4+2+3
Use of theme?
I aimed at 2/3 themes:
"Novel Twist on Classic Game" - Game is made as - if Bomberman was platformer but I made player sprite look reference characteristics of a Mario.
"Chain Reaction" - Didn't have time to make an explosion like traditional Bomberman bombs, but they can trigger each other.
Because of content+ when looping back to the 1st level, the player brings all the upgrades and if the player keeps taking the strength upgrade explosion gets bigger. As we know big explosions are fun but make it easier to blow yourself up - meaning I touched the third theme - "Negative Feedback Loop"
Use of diversifiers?
Code: the project is open-sourced
Art: some sounds are from Asset Jam (submitted by me)
Audio: All sounds are made with mouth and processed. The player's steps are "Dynamically" played at certain sprite frames.
Did you have fun?
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