Bombthrow by LakeDev
Bombthrow
Juggle bombs and platform through obstacles to reach the end. The bomb's explosion is inevitable, but you can manipulate when it happens to your advantage.
This is my first Ludum Dare =).
Wish I had had more time to add levels, but I'm still pretty happy with how this ended up. Compared to other game jams I've participated in, I can see how much I've improved over time: a year ago I wouldn't have been able to make a game like these in such a short time, so I'm quite proud of this game.
I'll probably make a YouTube devlog about this in the future, and maybe I'll come back to improve a bit on this game.
Keyboard Controls
- Movement: Arrow Keys
- Jump: C or Z
- Throw: X
- Reset: R
Gamepad Controls
- Movement: Analog Stick or D-Pad
- Jump: A
- Throw: X or B
- Reset: Y
Font by somepx: https://somepx.itch.io/humble-fonts-free
Made using Godot.
Sprites made using Aseprite
Sounds effects made using Bfxr



Submission edit: Added Linux and macOS ports, and improved the formatting on this page.
Ratings
| Overall | 73th | 3.917⭐ | 26🧑⚖️ |
| Fun | 54th | 3.979⭐ | 26🧑⚖️ |
| Innovation | 129th | 3.729⭐ | 26🧑⚖️ |
| Theme | 71th | 4.125⭐ | 26🧑⚖️ |
| Graphics | 279th | 3.521⭐ | 26🧑⚖️ |
| Audio | 367th | 2.979⭐ | 26🧑⚖️ |
| Given | 11🗳️ | 13🗨️ |
The game play reminded me of games like 10 Second Ninja, in which there was no way to accomplish things slowly, you had to play well.
The graphics were cute, the sound effects serviceable, and the level design was devious. Level 3 was very hard, and I have tried over and over and over to get oh-so-close to finishing Level 6 but haven't yet. But oh, so close...
Well done!
Gameplay was really solid and fun. Overall, it felt really smooth and intuitive how everything operated (character movement, jump and bomb arc). I think that the bomb pickup could be a bit smoother (it always felt like I stalled when getting it because of colliding with it), but it really didn’t have much of an impact on the experience as the bomb timer was just lenient enough that it didn’t matter. I do wish that the bomb didn’t start ticking down until I started moving, though again, it wasn’t that much of an issue because holding right when restarting made it not much of a problem.
The levels that you had time to make were enjoyable and I liked the concepts that were introduced in them. Having to backtrack or use your bomb throw to pick up time extensions added some variety to what would otherwise just be a mad dash, which made it interesting to play, particularly in the levels where you had to learn said mechanics (good job with the level names giving some hints as well). I also wish that you had more time to make levels, because I was having a good time with it.
Graphics aesthetics had a good style to it. I appreciated the giant red exclamation point on the side of the bomb. I think that the time extension power-ups could use a look that points at their function (a plus, fuse, clock, etc.) as it is not immediately intuitive as to what they might do until you pick them up, but that is a minor criticism.
Really good entry you have here overall. I hope that you plan to expand on it in the future, because, like I said earlier, I was having a great time with it for the six levels that you had time to construct. If you do, I’ll be excited to play those too.
Also, yay Godot!
The graphics are simple and efficient. The overall look gives off a PICO-8 vibe :sparkles:
The only thing that got me puzzled is the "X" hint, since it looked like a weird brick to me and I was like "what am I supposed to do with this weird crossed thing" for one or two minutes (but that might just be my dumbness lmao).
Overall, cool and fun game, congrats :)
The difficulty ramp could have maybe been a bit more lenient and I also had some performance issues given my hardware, but that might also be partly my own fault running the windows version with wine and not playing the native Linux version
Great job for your first LD!
(With Godot you can export as HTML5 to itchio)
Maybe not colliding with the bomb at all would have also been interesting unless you wanted some sick kaizo Mario-style item hops in the future.
I would recommend also adding spacebar as a jump button for those wanting to play with WASD (moving with A and D). Otherwise, great work!
i was confusing at first because i was playing with keyboard and the character movement does't work properly on keyboard ( and on controller d-pad too )
The game become difficult fast but 48h that's short!!
great job!
Also, if you want to receive more ratings, you need to play and rate other people's games! The more ratings you give compared to the number of ratings you've received, the higher your game appears on the front page. If you want to receive 20 ratings, then you need to play and rate at least 20 other games. There's only 40 minutes left, so you probably don't have time anymore, but it's something to keep in mind for next time!
I liked what you did with the topic - most people were doing Highscore games \*cough, cough* yours truly included \*cough, cough*, so good job on that! (I didn't exactly love this jam's theme ^^ anyway)
The second level already was a bit hard for me with the bomb countdown and I want to rate some more games before the deadline ends, but I will try later :) (placing stuff to delay the bomb is a good idea though!)
Godd job on finishing your game and I hope you will reach those 20 votes 🙌🏻
Really unique concept that makes you strategize on where you go and how fast your going. I love the replayability and makes for a great challenge for speedrunners to do some runs or even challenge a friend :D . Overall, A really good game.

Awesome job for 48 hours!