Itty Bitty Bites by Andrew Adams

[raw]
made by Andrew Adams for LD33 (JAM)
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)

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**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

Feedback

KingGames
24. Aug 2015 · 15:46 UTC
Fun Game! Keep up the good work!
micdoodle8
24. Aug 2015 · 16:13 UTC
Very fun, great entry :)
Arnage
24. Aug 2015 · 16:27 UTC
Lovely art style. I wished the city was a little bigger though, you run out of buildings way to quickly :)

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)
🎤 Andrew Adams
24. Aug 2015 · 16:33 UTC
@KingGames thanks!

@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.
Kaev
24. Aug 2015 · 16:35 UTC
The dinosaurs are sooo cute!
I like the gameplay, with some more elements it could be a really cool multiplayer game that i would play with my friends. :)
iossif
24. Aug 2015 · 16:39 UTC
i have no idea how to control the game. it starts and at one time the players begin to run but i cannot control anything. (mac version)
🎤 Andrew Adams
24. Aug 2015 · 16:42 UTC
@Kaev Great to hear. We are considering taking it further after the jam.

@iossif... on keyboard press enter, on controller press start. Sorry I should have been more clear about that.
architect404
24. Aug 2015 · 16:54 UTC
great graphics and fun concept. my biggest criticism is that the controls feel a bit too light and floaty for brick smashin' monsters, but great effort nonetheless!
🎤 Andrew Adams
24. Aug 2015 · 17:06 UTC
@architect404 Thanks for the feedback. We'll look into tweaking those settings, or adding in some customization in future editions of the game. Thanks for playing!
Shinmera
24. Aug 2015 · 17:09 UTC
Would have been nice to have a display for the keyboard controls as well.

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.
kaitokidi
24. Aug 2015 · 17:11 UTC
Nice, but should have more time between the attacks, and maybe different levels and difficulties.
Great job anyway : )
🎤 Andrew Adams
24. Aug 2015 · 17:28 UTC
@Shinmera - Thanks for the feedback. Will definitely consider these issues in future versions. Sorry about the physics confusion.

@kaitokidi - We will tune the attacks, and include far more levels and gametypes in the future (deathmatch, co-op, etc).
iossif
24. Aug 2015 · 18:51 UTC
after i found out how i start the game, i really enjoyed it. lovely setting.
ulasbilgen
24. Aug 2015 · 19:41 UTC
Great game :) I think you really need to continue working on it, post jam. The controls are a bit light as mentioned above, but I guess that's normal for a 72 hour game :)
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.
🎤 Andrew Adams
24. Aug 2015 · 21:14 UTC
@iossif thanks for coming back and playing it again. I'm uploading a newer version currently that will include controls, and accurately display them for controller vs. keyboard.

@ulasbilgen Thanks so much for the feedback. I've taken your advice and the next version will include "hidden" silhouettes for unseen monsters.
3CGames
24. Aug 2015 · 23:12 UTC
Cute little game, looks great! Didn't work with my xbox controller though. The keyboard controls didn't feel very reactive.
Karai17
25. Aug 2015 · 03:07 UTC
Great job! Please fix the controller controls ;) On an Xbox controller, "A" is mapped to pause, "B" is jump, and "Y" is attack.
Grhyll
25. Aug 2015 · 10:35 UTC
Mmmh not totally sure about this :/ Xbox controller seemed to control the same monster as keyboard :/
🎤 Andrew Adams
25. Aug 2015 · 12:29 UTC
@Grhyll Were you trying to play 2 player w/ 1 keyboard and 1 on gamepad? The game currently only supports more than 1 player if EACH has their own gamepad. We'll look into changing this in future versions.
team_ftlol
25. Aug 2015 · 18:11 UTC
really love the happy visuals and music. has a very retro feel to it. and I love playing a new Rampage like game. it was very difficult to tell if or what I was controlling, but eventually I took the time to read the instructions screen and found mouse and keyboard worked for me and I even won a round. gamepad didn't seem to work properly if at all. cool game. nicely done. — Drew Van Camp
godjammit
26. Aug 2015 · 01:59 UTC
Great! I wish it had multiple stages. Very cute and fun party game.
BNeutral
27. Aug 2015 · 09:26 UTC
So cute~
NoWandStudios
27. Aug 2015 · 13:45 UTC
Love dinosaurs! So cute, have you thought about expanding the game?
jofra
27. Aug 2015 · 13:52 UTC
cool game! It was a little hard at the beginning to understand wich one was i maybe a little light effect to make it more visible.
The graphics were very cool.
Gj
NikB
27. Aug 2015 · 16:45 UTC
This is adorable, love the little dinosaurs and the chaos they cause. The music is also pleasantly fitting. All in all has some great potential as a "party game".
🎤 Andrew Adams
27. Aug 2015 · 16:53 UTC
@NoWandStudios Yes. I'm currently working up some concept art for more monsters, extra levels, etc.
TheZiggy
27. Aug 2015 · 17:48 UTC
Very fun game with great graphics and mood! Would love to see a post-compo version with more levels/worlds to play on.
grywhttl
28. Aug 2015 · 01:40 UTC
Lovely little game, great work!
Jupiter_Hadley
03. Sep 2015 · 14:33 UTC
Cool game, though I had some issues skipping through the controls page... I included it in part 15 of my Ludum Dare 33 Compilation video series, if you would like to take a look :) https://youtu.be/De5lc4U-4hg
Slothmachine
09. Sep 2015 · 20:23 UTC
Cute sounds and graphics :)
Kai20
10. Sep 2015 · 15:21 UTC
nice graphics and idea
Omiya Games
11. Sep 2015 · 03:54 UTC
As a one-player game, this game wasn't particularly challenging against the CPUs. Basically felt like Pac-man with ghosts that simply teleports you back to the last checkpoint without taking away a life. The music was a bit repetitive as well.

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.
Kerdelos
11. Sep 2015 · 20:20 UTC
Really nice looking. There should be more explosion or another objective than just eating bricks. By the way the pause effect is awesome.