Itty Bitty Bites by Andrew Adams
Itty Bitty Bites - The cutest carnage you can handle. The game is about getting the highest score possible by consuming buildings while not getting bumped off by other monsters.
FEATURES:
1. All the cutes
2. Awesome sound
3. Keyboard and controller support
4. Local multiplayer for up to 4
5. Physically destructive buildings
CREDITS:
Programming, Art, and Design by Andrew J. Adams (@AndyJamesAdams)
Sound design and audio by Dillon Kneeland (@dkkarate97)
------------------------
**The web build is quite large and may take up to 3 minutes to load. Sorry :(
If you experience any bugs, lag, or glitches please let us know so we can resolve them before deadline (or in post jam versions).
Thanks for playing our game!
*************************EDIT 16:39PM CST (GMT-6) 8/24/15 ************************
Fixes:
Increased monster speed and turn speeds for more snappy controls
Tweaked gravity to help remove "floaty" feels
Added silhouette shader to show monsters hidden by buildings
Added control directions to start screen and end screens
Configured control directions for both keyboard and controller (it knows which is which)
Doubled the cuteness (not really... this was not possible)
************************EDIT 21:42PM CST (GMT-6) 8/24/15****************************
Removing web build due to latency and firefox issues. Sorry for this fail.
FEATURES:
1. All the cutes
2. Awesome sound
3. Keyboard and controller support
4. Local multiplayer for up to 4
5. Physically destructive buildings
CREDITS:
Programming, Art, and Design by Andrew J. Adams (@AndyJamesAdams)
Sound design and audio by Dillon Kneeland (@dkkarate97)
------------------------
**The web build is quite large and may take up to 3 minutes to load. Sorry :(
If you experience any bugs, lag, or glitches please let us know so we can resolve them before deadline (or in post jam versions).
Thanks for playing our game!
*************************EDIT 16:39PM CST (GMT-6) 8/24/15 ************************
Fixes:
Increased monster speed and turn speeds for more snappy controls
Tweaked gravity to help remove "floaty" feels
Added silhouette shader to show monsters hidden by buildings
Added control directions to start screen and end screens
Configured control directions for both keyboard and controller (it knows which is which)
Doubled the cuteness (not really... this was not possible)
************************EDIT 21:42PM CST (GMT-6) 8/24/15****************************
Removing web build due to latency and firefox issues. Sorry for this fail.
Ratings
| Coolness | 54% | 3 |
| Overall(Jam) | 3.65 | 191 |
| Audio(Jam) | 3.41 | 251 |
| Fun(Jam) | 3.38 | 301 |
| Graphics(Jam) | 4.43 | 61 |
| Humor(Jam) | 3.00 | 403 |
| Innovation(Jam) | 3.11 | 443 |
| Mood(Jam) | 3.29 | 410 |
| Theme(Jam) | 3.68 | 340 |
Some technical notes:
- On a xbox 360 controller the button mapping don't match the instructions.
- The web build gave me an error. (firefox on win 10)
@micdoodle8 thank you!
@Arnage thanks for the feedback. I'll look into the keybindings right away. Unfortunately, the Firefox issue is related to the Unity JS compile code. I'm looking for a resolution anyway.
I like the gameplay, with some more elements it could be a really cool multiplayer game that i would play with my friends. :)
@iossif... on keyboard press enter, on controller press start. Sorry I should have been more clear about that.
Otherwise, very cutesy as advertised. The music and effects are very simplistic, but they match the theme well enough. Overall from a presentation standpoint this is very well done.
The movement unfortunately feels bogged-down and with the tiny playfield it is quite a bit too constrained and awkward to roam around. Sometimes physics things happen while I have no idea what caused them, which can be pretty confusing.
I could see this becoming a very fun little party game to play with friends if it were made to be just a lot quicker, requiring more swift reactions and movement to compete in thrashing the buildings.
Great job anyway : )
@kaitokidi - We will tune the attacks, and include far more levels and gametypes in the future (deathmatch, co-op, etc).
Also maybe you can add a silhouette of the monsters, when they're behind or inside the building, I think it should be very subtle, but can increase the gameplay.
@ulasbilgen Thanks so much for the feedback. I've taken your advice and the next version will include "hidden" silhouettes for unseen monsters.
The graphics were very cool.
Gj
For some reason, when I played, there were no shadows, so jumps were hard to tell. Additionally, it was hard to tell the range that the fire action had. Without the shadows, it was hard to tell whether the fire action did anything, even when it hit a character and knocked them off the screen.
Incidentally, it was really confusing in the beginning when all the CPU takes over. I wasn't expecting for the game to start before I hit the enter key.