BED✰HOGG by 01010111
[ CONTROLS - 360 CONTROLLER ]
RIGHT STICK & D-PAD.......MOVEMENT /
A..........JUMP / B........CHARGE ATTACK /
X........REGULAR ATTACK / Y......THROW
[ CONTROLS - QWERTY ]
ARROW KEYS......MOVEMENT
SPACE.....JUMP / W......CHARGE ATTACK /
D........REGULAR ATTACK / A......THROW
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
made with Haxeflixel / Haxe / OpenFL / Photoshop /
FLStudio / Plogue Chipsounds / Bedroom Producers
C64 Drum samples / FlashDevelop / <3
RIGHT STICK & D-PAD.......MOVEMENT /
A..........JUMP / B........CHARGE ATTACK /
X........REGULAR ATTACK / Y......THROW
[ CONTROLS - QWERTY ]
ARROW KEYS......MOVEMENT
SPACE.....JUMP / W......CHARGE ATTACK /
D........REGULAR ATTACK / A......THROW
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
made with Haxeflixel / Haxe / OpenFL / Photoshop /
FLStudio / Plogue Chipsounds / Bedroom Producers
C64 Drum samples / FlashDevelop / <3
Ratings
| Coolness | 40% | 1667 |
| Overall | 4.37 | 1 |
| Audio | 4.31 | 13 |
| Fun | 4.23 | 6 |
| Graphics | 4.64 | 5 |
| Humor | 3.86 | 68 |
| Innovation | 3.41 | 344 |
| Mood | 3.96 | 34 |
| Theme | 4.16 | 49 |
I did find the keyboard controls a bit jarring. Why doesn't the up arrow key jump?
Congrats on the AI, she beat me a few times. Would love to know how you coded that.
https://github.com/01010111/BEDHOGG/blob/master/source/Controller.hx
It's pretty fun. Audio works really well, and the graphics are attractive. I think more balancing could be used. The controls are really solid, though.
I liked the contrast with the bg and the characters - gives a nice sense of depth.
The attacks I used the throw the most, then the regular attack. I didn't use the charge attack a lot. I feel like that might be different in multiplayer though. The throw attack is pretty strong, maybe even more of a cost for using it other than losing your weapon? like movement or delay.
nice job!
I gotta play this with some friends!
Great job all around the game feels great.
Love your art style, it's very reminiscent of yoshis island. The sprite warping looks really clean.
Your AI works beautifully. I want to put similar AI in to my game, but that's a little above my understanding
I know it's mostly meant as a 2-player game, but I feel like the single player experience could be a bit better if there was a series of more difficult opponents or something, etc. But I know that's hard to pull off in 2 days.
One thing though: when i died the first time the controls became unresponsive - i could not press space to play again and was stuck at the game over screen.
It would've been nice to have some more challenging content for a single player playthrough, but given the amount of time you had I have no complaints.
Nicely done, as always!
OK, so I've played this about 10 times on different occasions to get my true feelings on it because at first I was so blown away that I had to take a few steps back.
Since then I've played some other games, left a few comments, did some rating... and then I came back to this and it's still awesome.
This game is almost perfect. And the things keeping it from being perfect are kind of silly, but I'll explain them.
1) The sprite for the two main characters, while good, is not nearly as good as the backgroud art. The funny thing is... if the background art was on the same level as the character art, then the graphics would be perfect to me. I guess what I'm getting at is consistency. Despite everything being GREAT, you have this PERFECT background that makes me wish the whole game looked like that. Even something simple like some shading where the hair meets the face... something to give it that same depth/texture as the gorgeous stage art. Graphics are still a 5/5 - and saying "my art is too good" is never a bad thing. And really... this is all about time limits because I feel like you would add some zing to those sprites if you had time. I had the same issue with my entry.
2) The AI is predictable. This can be solved by playing with 2 players, which is a REALLY FUN EXPERIENCE. And how dare you not program insanely smart and challenging AI in 48 hours? Right? Yeah, I didn't have time for that with my game, either. And again, this is something you could improve on with more time but I still feel like the true experience was meant for 2 players.
And that's really it. So you can see I had to scrape the absolute bottom of the barrel to find something negative to day.
The music is absolutely fucking 100% killer. I mean... there's just something about that grungy thick bassline that crunches you into high gear ready for a fight. And speaking of fight...
You nailed the theme. Unconventional weapon? We've all hit somebody with a pillow. It's not a strange thing. It happens daily. But it doesn't hurt... which makes it such a useless weapon in a real fight. And this isn't a real fight... it's just a snapshot of a couple of kids getting ready for bed. To an adult it's just a bunch of roughhousing and noise but these kids are deep into some kind of pretend-mortal-kombat with each blow of the pillow being sold like a top rope piledriver to the concrete. This is what childhood was all about. Taking something simple and mundane and turning it into a deadly weapon via imagination. As I said, you nailed it.
I am in awe, and I am inspired.
Haha but in all honestly, this game rocks is every sense! I absolutely love it! Well done, and in 48hours no less!
Nice idea, well executed and polished too. Needs online play and more in-depth combat and also needs to be cheaper than Nidhogg so I can buy this instead :P.
although I used the same engine and almost the same tools i never expected that so much responsive Ai and polish can be done in a mere 48 hours ...
great job
I can't say enough, though, about how perfectly you nailed the title and theme. There should be a category for titles. You're a master.
But just imagining this in multiplayer seems really cool!
Good design, good presentation, top game!
I had a lot of fun.
Bravo :)
Excellent work.
I eventually learned that mashing on the charge attack allowed me to win every game :)
Keep up the great work!
Awesome job and great idea!
I was only able to play single player which was fun but didn't offer a lot of challenge. That being said I can imagine that multiplayer would offer a decent amount of depth with how fluid the controls are and how the different attacks could counter each other. I'm definitely wanting to give that a shot at some point in the near future.
Really enjoyed this game.
I'm a bit confused as to how the "damage" works tho, sometimes hitting the other player gives me a point, other times it just stuns them? It doesn't really impact gameplay since you just concentrate on hitting the other player until the screen tells you to move, but still!
Very good job on this one, it's soo very polished and good looking and feels perfect and ughhhh <3
I didn't really like the gameplay much at all, though. The 4-button controls feel awkward, even with a 360 controller, as I never really got used to the 3 different attack buttons. I ended up either mashing any random button to attack, or just sticking with the throw. The throw feels the best by far and seems to be the most effective, so sticking with just the throw worked for me. I think it might be a lot better with just a jump and attack button, but that might be my personal bias towards 2-button controls. Still, the quick attack was annoying to use because of its vertical canceling. It felt good to be able to float in mid-air while attacking (a faster attack rate would make this feel REALLY good), but it sucks when it totally cancels your jump. The charge attack is similar, but horizontally - canceling your entire forward momentum does not feel good either. The throw maintains both vertical and horizontal momentum, fires instantly, has range, AND gives you a point on hit, so it's both the most effective and the most fun to use.
Speaking of points, they don't make any sense. I've played the game on and off for weeks and I still don't really understand how they work. Quick hits don't do anything to the score... except sometimes? I'm reasonably sure throws and charge attacks give you a point when you connect, but I've had times where they didn't give a point. I dunno. In general, the point system is just there to drag the game on for a while, it doesn't really solve the core issues in the game - which is that it's way too easy to run to the edge of the screen after stunning the opponent. The level is too small, and the stun is way too long. In Nidhogg, if someone jumps over you and starts running to the edge, you have to time to chase them down and get them, while here, there's nothing you can do beyond a hail mary throw. It doesn't have that back-and-forth tension, because basically the first person to get a stun, wins.
Well, that was almost entirely negative stuff, but I think you already know pretty well how good the presentation! And RSBS had such brilliant gameplay, so blame yourself for setting the bar so high :P
I thought the game was really well put together. The "you have to leave the room after getting the three points" was a really nice touch.
Well done for doing AI too, it's always good to do that with local multiplayer jam games.
I honestly don't have any other feedback that hasn't been said - solid, fun entry.
Most of the games I thought of as 5-star entries are now sitting somewhere in lower top 100, so I'm legit curious of what the difference in taste (or popularization) was in the end.