Beet Boy by Ryan Bishop

Beet Boy is a cross between a platformer and a top-down game.
Shoot baddies with fruit and traverse beet boy's weird world.
Programming: Ryan Bishop Art: Nick Grandy
KEYBOARD: MOVE - Arrows JUMP - Space SWITCH FRUIT - A THROW FRUIT - S
CONTROLLER: MOVE - Joystick JUMP - A SWITCH FRUIT - B THROW FRUIT - X
https://all-night.itch.io/beetboy
| Original URL | https://ldjam.com/events/ludum-dare/41/beet-boy |
Ratings
| Overall | 143th | 3.94⭐ | 44🧑⚖️ |
| Fun | 137th | 3.902⭐ | 43🧑⚖️ |
| Innovation | 254th | 3.72⭐ | 43🧑⚖️ |
| Theme | 348th | 3.897⭐ | 41🧑⚖️ |
| Graphics | 246th | 4.023⭐ | 45🧑⚖️ |
| Audio | 88th | 3.95⭐ | 42🧑⚖️ |
| Humor | 460th | 3.094⭐ | 34🧑⚖️ |
| Mood | 296th | 3.628⭐ | 41🧑⚖️ |
| Given | 37🗳️ | 41🗨️ |
-The chest gives you one extra heart, but only for that room?
-It feels like attacking the skull boss it's for nothing, some animation or life bar could be great. He Actually has a long life, and no change in his behaviour.
-What was on the secret room? I found it too, but I went the other way...
-The animation of crouching is the best. In general, all the art is excellent.
-I encountered some bugs. In the room you first met the key object. Sometimes after collecting the key, when throwing a fruit, the trails of remaining fruits and key start slowly moving down, disattached from the movement. If a throw then a fruit, it's always a banana until I run out of the number of things I had in my trail. I mean, the trail is still there going slowly down. So there is no way to get back the key but dying. After that situation, the respawn gets really weird, infinite times if I don't move, and some glitchy other stuff.
-In the room of the skull boss there are some tileset misplaced, or some collision walls misplaced.
Conclusion: A really good game, one of the most solids I have played so far. A huge amount of content for a game jam (I haven't reached the end). My sincere congratulations, enjoy your gained freedom.
@niterich It was pretty hard to keep the mechanic feel fresh throughout the game. Looking back on it i now, i definitely agree about the graphics being hard to tell apart at times. Also which browser did you play it on? Only time i had problems was when i was using Safari.
@Procrastinaaaa Glad you liked it. I'm well aware of that pesky bug. Ran into it last minute and had no time to fix, but oh well.
@rekeben Sorry about lag. I'm good at coding, but not making it run well and efficiently. As for the camera jitter, I wanted the camera to follow slightly behind the player, but it doesn't work so well when zoomed in so much, as it kinda snaps to each pixel as it moves for some reason.
@noumenus definitely a weird mechanic to get used to, i tried hard to teach what i could with gameplay. I'm really glad you found the secret room, i was slightly scared that no one would be adventurous to get there. We worked vigorously on those animations. Appreciate the love.
@Bitten-Toast-Games Sorry about the camera dude! I will make it a lot different and easier on the eyes next time.
@imod Thank you for your kindness :)
@Le-Slo The chest and getting extra hearts is super glitchy. Made it last minute and it does not work right at all, it was just supposed to increase max health. All of the enemies (including skull guy) were last minute and i didn't have any time to polish them. I had the same thought about him needing more than just a sound when you hurt him. The secret room is a big room with lots of platforming and no enemies just for fun. When you exit, it takes you to the same room as the other door after the skull guy. The crouching is most definitely the best animation, thank you for noticing! really glad you liked the art. as for the key room bug: the side scrolling player and top down player are two separate objects that are supposed to be destroyed when switching states. for some reason the corners of the area where the key is cause an array of problems when trying to move through them. encountered it last minute and had no time to fix.
Thank you all for your feedback so far, the two of us really appreciate it. This was our first game jam and first actual full project we have completed together (and my first time using Game Maker Studio 2). Overall our biggest issue was an over-estimation of time. I absolutely cannot believe we were able to make this much content and pretty much everything we planned on.
"This was our first game jam..."
"...our biggest issue was an over-estimation of time"
Yeah that sounds about right. Happy first game jam!
And for the performance issues: I played it on Google Chrome, on a Windows laptop from 2013, which I expect to be at least part of the problem.
@nbickford Thank you! Glad you were able to find your way into the most fun part of the game! (inside the walls)
@GiraffeCat Thanks! i'm surprised by the amount of content too. It felt like my brain was going to explode by the end. Sorry about skully, 25 hits was a bit much, especially when there is no hit animation.
@thomaz96 Glad you enjoyed, thanks! We thought long and hard of how to make the concept be fun.
@paulhocker Thank you very much! I'm glad you liked the fruit, we needed that extra little mechanic for the game to feel full in my opinion, and im happy it worked!
@lum I'm so happy you enjoyed the fruit inventory, it was pretty difficult to get the fruit to follow the player and switch around without looking clunky. Sorry about that bug. You may have accidentally duplicated the character in a specific spot, but not noticed, because it was in the exact place of the original character, then when you enter a door, it fudges up the whole game. thanks for playing!
@Autumnotopia Thank for trying it out and leaving a comment even though you didn't get to play much. sorry about that. I'm not sure how to include a download version.. Although now that i think about it, i may not be able to. With the version of Game Maker Studio 2 i have, i can only export to HTML5
Found some strange bug where i ended up inside the walls and couldn't get out, think i might have jumped through a switch. Aside from that, fun game. Combination of top down and platformer is interesting although there was a lot more platforming in the levels i saw. On the boss it took me ages to figure out he was only vulnerable when he fired, there is a little visual indication but its quite subtle. artwork was nice, the only minor thing, some of the fx have a different pixel size and it feels a bit jarring, but its a minor detail. It also took me a while to realise i could shoot the fruit. Sound was also fun and fitting
I liked the fruit mechanic that made me think of yoshi island. It was cool opening locks by throwing keys.
The swap mechanic is great, perhaps a softer sound for this, because we swap very very often :)
I liked that you included a "secret" in the boss room on the left.
Visuals have their personnality, and you took care to put an audio for everything.
Well done, great respect of the theme, and fun is definitely there :)
It was a bit confusing figuring out how everything worked at the beginning of the game; I wish the game taught me the controls as I went along. Also I wish it was mentioned somewhere that you can double jump, that took me a little while. And I echo previous comments about damaging the boss, multiple players glitch, and getting stuck like the above picture.
The level design was fun and flowed well! The art and the level design make the world feel rich and lively to me. Lots of detail in the art. I really enjoyed this game, great job! Also I wonder if it's possible for you to still add your teammate to the Ludum Dare entry.
Your art is really charming and fills the world with character. The puzzles created by the topdown and platformer interaction are fun, kind of like what celeste did, but with an intriguing twist. The music is good, the world building with the art, is again, so good.
This game feels really fleshed out. It's hard to find anything to critique! I love the ghosts coming out from the tree layers in the beginning. The inventory was cool! I like how you changed the music once the player character left the "safety" of home. The amount of animations the player character had was also a nice touch. This game felt immersive and full of good content. If I was to critique one thing, it would be that some of the art assets seem to have different art style, but it adds to the vibe anyways. Very good work here!
1) The whole game felt laggy. A combination of input delay and slow gravity meant that controlling the character wasn't problematic but never felt 'right'
2) The boss gave me no indication that I was dealing damage. I thought that I had to do something specific to get past some invulnerability, but no, I just had to keep shooting more.
3) After taking the upper route and completing one more level after that, I got stuck inside the walls. This ended my playthrough, as I couldn't figure out a way to force a restart (and then I fell off the edge and went past the bottom of the screen)
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape