Bombit Bob by triplefox
Poor Bob. Someone lit his fuse, and now he's going to blow up. He can collect clocks to ward off his impending doom, but since he's going to go, he might as well go out with a bang!
Flash. Uses my Triad framework - including a MIDI softsynth and Stage3D (available at https://github.com/triplefox/triad ). May not run well on Grandma's rig(because the synth is a CPU hog)
Ratings
| Coolness |
36% |
898 |
| Overall(Jam) |
3.05 |
153 |
| Audio(Jam) |
2.86 |
154 |
| Fun(Jam) |
2.86 |
157 |
| Graphics(Jam) |
3.05 |
190 |
| Humor(Jam) |
2.53 |
174 |
| Innovation(Jam) |
2.81 |
171 |
| Mood(Jam) |
2.76 |
179 |
| Theme(Jam) |
2.10 |
307 |
Feedback
The graphics cube and very well made.
Although you are technically a villain, I really wish there was some sort of "good guy" to really illuminate the bad that you're causing.
Overall, very well done.
Little things: I thought this was better with WASD. I noticed a little thing where when you press a movement key while setting keys the camera actually moves. I like you left the ending "bomb glitch" in. The music seemed to have a *crazy* inconsistent BPM, like not referring to the speedup effect it just had a really wavery metronome on my machine… which might have been sorta interesting with a different song but with "The Saints Go Marching In" didn't have really any particular impact. I liked how subtle the thing was where Bob's movement gets faster and faster as you keep playing. I found it amusingly theme-fitting that your only metric of "score" was not how long you stayed alive, but how much you destroyed. I like that this is one of those games which, in concept at least, has a maximum possible score.
The main issue I had with this was it didn't feel like it had a lot of purpose. I feel like you could make something very cool about, you can destroy the landscape around you, and you must use this ability to collect clocks which barely extend your life. But this game didn't seem to do much with it beyond implementing the basic mechanics. My first playthrough was kind of aimless. Most of the way through the first playthrough I realized that the bomb-laying is in fact infinite and can be done infinitely fast and there is no reason to be worried about hurting either yourself or a clock by bombing "too much". I thus did another playthrough in which all i did was charge through the landscape, furiously clicking EVERYWHERE constantly. This was actually pretty fun, in a stupid way! :D However it hurt my hand, and also an interesting thing happened where the more bombs I laid, the slower and slower the game went. Like somehow there was a compounding speed penalty that got worse the more bombs had been laid since I started the game. I finally wound up with a score of 185980, a few seconds from death, and it was going like… ten seconds between frames. (The music stayed at its same tempo the entire time, although I think as stuff slowed down it began dropping notes).
Anyway, as an engine demo this is great. I would be interested to see a post-LD version that either imposes a bit more thought on the process of bombing/navigating, or just overall makes a more complex game with this art and mechanics concept. And maybe a different MIDI :)
It worked nice on my really cheap laptop.
I love bomberman mechanics.
I can't believe how compelling it was to fight to prolong my existence as much as possible in the complete knowledge that I was completely doomed.
It felt like a bit of an allegory for the human condition by the end.
And I heard so many midi instruments. Got 337340 points eventually. Great game.