FoonLudum Dare ExplorerLD45 → Bob the Brawler

Bob the Brawler

By itsdanidre and axlplosion

View on ldjam.com

CategoryRankScoreCount
Overall5413.47114
Fun4173.43114
Innovation8612.78113
Theme10522.38113
Graphics3803.79114
Audio3343.44110
Humor4133.00106
Mood6503.24108

Comments

idontknow 2019-10-08 00:17

With a gameplay loop that goes deeper than punching fools that get too close, this could be good.

anticdope 2019-10-08 00:19

Great little top down beat em up. Would have liked the walls to be more useful. I ended up placing them just to see the hit states when I destroyed them.

iori-branford 2019-10-08 00:20

Pretty good. I wish for a bigger punch hitbox. Is the game getting harder over time? I'm not sure but it felt like enemies started to have a little more health at some point.

arielle-stroman 2019-10-08 00:28

Art style is awesome, cohesive, and really fun. I enjoyed the gameplay, I love brawlers, but I wanted the game to be a tad bit faster from the jump. Music added to a cool retro fighter type of mood. Wonderful work! :)

itsdanidre 2019-10-08 00:36

@idontknow I'm definitely working on it! :smile:

itsdanidre 2019-10-08 00:41

@anticdope in what other ways can the walls be useful? :sweat_smile: I wanted to avoid players boxing themselves in, so I added the ability to break walls, to the enemies.

@iori-branford yes, I am increasing the player hitbox. All enemies have a fixed health. It's probably the hitbox made it seem as though you attacked when when you did not, so yes I will adjust that.

@arielle-stroman @AXLplosion is amazing with the art! And faster right away? :cold_sweat: That's definitely the definition of quick paced the game should represent :grinning: I'll work on it!

Thanks for the ratings guys! Give me time to adjust the game and get to your games as well okay! :smile:

anticdope 2019-10-08 01:00

@itsdanidre Sorry, meant useable. They were hard to place correctly. Great tool for funneling enemies though!

lone-wolf 2019-10-08 17:21

Nice game :P

**Suggestions** * Make it easier to place walls where you want them. It's hard to place in the heat of battle

feingehacktes 2019-10-08 18:52

simple but very nice . makes fun to play it. nice job guys

janik-h 2019-10-08 19:12

Nice little game! The art is great, but I wish there was a little more to do. Walls don't really seem to have a purpose yet, maybe you could use them to block ranged enemies?

fragment-games 2019-10-09 07:42

Love the color palette, and the simplicity in the main character :-) Simple and fun to play! Keep it up.

taylor-reynolds 2019-10-10 03:11

would love audio for the attack animation! great music and visual style.

mad-brokli 2019-10-10 10:58

Audio and art are on great dude :) didnt get the use of the walls to be honest. But loved punching the other guys :P

itsdanidre 2019-10-11 06:34

@janik-h Thanks! It was as much as I could cover in the time unfortunately, although I did fix some bugs! (See changelog) @fragment-games Thanks! :smile: @taylor-reynolds that was an audio bug that I fixed. Do check it out again if you have the time :sweat_smile: @mad-brokli Walls block enemies and create fun navigations. And since I fixed the aim bar, it's easier to see where you're attacking/placing! :grin: @lone-wolf you can now place walls at will in the heat of the battle! :stuck_out_tongue: @feingehacktes Thanks for playing! :slight_smile: I am going to try out everyone's games now!

gauphastus 2019-10-11 06:52

Got 115k score, eventually got overwhelmed. I like how heads get left behind, so instead of you punching the heads off guys it's kinda like you're punching the bodies out from under the heads. Truly a strong man.

A simple but effective entry. Nice work.

lunardust 2019-10-11 06:57

nice work! the potion made me confused at first. I forgot to use it and thought i will be healed once i picked it up. Maybe add some weapons will make the game more fun.

vaibho 2019-10-11 07:11

The art and audio of the game were awesome. The gameplay was quite easy. The walls can be used to make the enemies come to player from only one side and then the player can defeat the enemies by just rapidly attacking. The gameplay can be made quite faster. Overall, a nice game. I liked it. Nice work.

shieldgenerator7 2019-10-11 08:00

SUPER SATISFYING

high score: 14838

(1) at first i thought Q was punch because the game told me to press that at the beginning. I would have liked a button to show up on screen at the start to give me a hint. that would avoid the moment of confusion of not knowing the controls

(2) its super satisfying to beat up the masked guys

(3) animation is really cool and music fits really well

(4) i dont know what the potion or the box do but im glad it shows how much time is left to collect it

overall really cool game, just needs more content

gamers-blood-entertainment 2019-10-11 08:35

Epic art and idea. Nice entry!

neowhoru 2019-10-11 10:54

Nice little game :) I like the art style.

marcus-otterstrom 2019-10-11 13:10

A really well-made arcade game that has replayability. It scales up at a good pace which is one of the things I always struggle with when making similar games. I replayed it 3-4 times to finally end on a score of 5'950'909, which is significantly more than I see in the comments. I think this is because the score also has an exponential increase, it didn't take very long to get from 1 million to 5 million score (probably one or two minutes).

As I mentioned on Discord and as others have mentioned in the comments here, the walls aren't very useful as it stands now. Since enemies will tear it down in a heartbeat, it doesn't help very much with blocking enemies off. They were also a bit difficult to place. Moreover, you also don't gain any points for placing walls, which basically just means you're stalling progression by blocking yourself from the enemies. Maybe if HP would passively regenerate after X seconds out of combat or if you got points for every wall placed they would be more useful.

Overall the game controls really well and is fun to play. I love the small circle that indicates where you'll hit the enemies, it feels really responsive and it never feels like it's the game's fault when you die. Solid entry, well done :smile:

itsdanidre 2019-10-11 15:13

@gauphastus You almost beat my highscore :rofl: But yess! Bob is Brawling angryyyy! >:[= ***** @lunardust as it's mostly a brawler, I'd more add powerups that increase brawling capabilities, over weapons, but suggestion noted. :slight_smile: Thanks for playing! ***** @vaibho Dude you found a cheeky way to survive! xD (I will update the AI's intelligence, in an effort to combat that! (>:]=) ***** @shieldgenerator7 woah thanks for playing! Let me get to you: 1 The play screen has a list of controls right where it says Q to play :sweat_smile: 2 Glad you like it! 3 Thanks! @AXLplosion worked really hard on it! 4 Collect potion drops to add it to your inventory. Use space to consume such potion. ***** @gamers-blood-entertainment @neowhoru thanks for playing! ***** @marcus-otterstrom Yo quite the review! :smiley: You definitely beat my highscore though :joy:

I really appreciate your suggestions on wall usage. The potions were meant to be the HP generation, since sometimes I found issues in balancing where the player would forever have 100 health, or enemies would punch too hard :laughing: But I will also adjust the scores to give an incentive for placing walls! :smile: *****

Thanks for playing guys, I'm going on to playing your games now! :grin:

rombus 2019-10-12 03:48

Love the graphics, the game aesthetics overall are great!

t-bo 2019-10-12 07:43

I love the character : Bob is so cute ! Strength boosts and potions for life points are very useful ! I really like this game ! Nice work on pixelart ! Amazing work ! :thumbsup:

nikita-demidov 2019-10-12 10:50

I liked the game a lot. Bob would benefit from some more knock back, I think! The controls were a little tricky because you had to use your mouse and WASD and Space at the same time. I would recommend to use Q instead of left click and E instead of right click

itsdanidre 2019-10-12 23:56

@t-bo xD thanks! I'm really glad you like it. What's your highscore? :eyes:

@nikita-demidov I tried balancing the knockbacks to prevent him glitching through walls :sweat_smile: I think the Q and E would be trickier though, because you've need to figure out how to move up and left at the same time, while using those fingers to press q or e. But with mouse, one hand (left) can be on the WASD, the thumb finger on Space, and the right hand on mouse with left and right click accessible right there and moving the mouse as the aim. The reason I put Q as pause is because that break away from quick paced moving you can stretch your finger to pause right there and take a break, without having to find your hand all the way over to the P button.

But if I keep working on this game, I'll definitely add options for customizable controls :slight_smile:

itsdanidre 2019-10-12 23:57

@rombus Thanks for playing, and I'm glad you liked it! :grin:

kevinworkman 2019-10-13 00:51

This game worked really well. Reminds me of Smash TV for Sega Genesis. I could see this being developed into a full game, and I could see myself playing that game quite a bit!

itsdanidre 2019-10-13 02:02

Thanks @kevinworkman! I actually vision a full game vision for this though could include a larger map, as well as other items/power ups, online queueing too...but I'd need a team for that since I still have yet to learn the multiplayer part lol...but as it was Ludum Dare, it's all spaghetti code anyway :stuck_out_tongue:

I'm glad you like it!

redhermit 2019-10-13 03:58

I knocked so many blocks (heads) off! Cute pixel art, and a nice soundtrack.

t-bo 2019-10-13 08:25

@itsdanidre This is my best score :

Capture.PNG

coffeedrinkers 2019-10-13 20:56

Good entry! Nice art and music. Got 10910 score. Will try to beat it. :D

mrpiedpiper 2019-10-14 03:03

Excellent game! Probably my only complaints are that I could get combo-d into oblivion (which might be on purpose), and that I'd sometimes click off-screen and not have it register. One time I was trying to place a wall, but as the mouse was in the black border of the fullscreen it was bringing up the context menu. I almost saved the webpage :sweat_smile:

Here's my score!

Screenshot (290).png

invader 2019-10-14 18:49

Nice game! Fun to play and keeps you running away and hitting the bad guys )))

I find the trick of putting yourself in the end of the corridor at the map's edge really cheaty... Most of the bad guys are comming from the corridor entry and always get punched. And only a handful try to get in through the wall - and these are not really hard to fight off. And it looks like I can stand there pretty safe for a long time.

I guess you can experiment with control options to make them more intuitive. I found myself pushing Q when I didn't wanted to - options like that better move to the other part of the keyboard.

Having both left and right mouse clicks don't work well for Macs with touchpads only - you can introduce some alternatives to these options. Also, maybe having a mouse to point the hit direction could be avoided altogether - you can just hit in the direction of the last movement.

itsdanidre 2019-10-14 22:28

@redhermit :joy: thanks man! ***** @coffeedrinkers thank you! You came close to a full score of 10s xD ***** @mrpiedpiper brawl or be brawled :sweat_smile: Yes, clicking outside the game stage cancels the action since...well since it's off screen :rofl: ***** @invader whew extensive review! I guess that is a cheaty way..later on in the map enemies force you to move around though, but I will think up a way to prevent such campers. P is another button to pause, but due to hand limits it was betteer keeping it next to where all our fingers are, so you won't take too long locating the pause button in this quick paced game.

I've also never considered devices with touchpads only. When expanding the game, I will include different control sets. Although, one of the problems with the hit based on direction, was the need to constantly move left to run and right to punch for a split second, then left to run again. But I guess I will make it a controls option in the future. *****

Thanks for playing! :grin:

trevor-shoe 2019-10-16 16:25

Great work! Got a high score of 67k. Kept wishing for more depth, another enemy or something, but hey this is a game jam -- this looks great, feels really polished, has great SFX, and is very fun overall.

sver 2019-10-17 16:36

Sweet graphics, really nice game. I killed quite some time ;)

mharring 2019-10-17 22:10

Great game! The visuals and sounds are well done and the premise is pretty funny. The attack animation could have been a little more exaggerated to really show the punch, but it does the job. It took me a little while to figure out that you could break the walls and place them again, which added some more strategy. I like how it fit in a small window, sort of Game Boy-esque. Good work!

barkergames 2019-10-18 00:14

I like the graphics, but would have preferred a goal :) Nice work.

itsdanidre 2019-10-18 00:54

@barkergames thanks for playing! I agree, surviving forever isn't really something a player would want to do..forever :sweat_smile:

But hey, you can post your highscores to see who is the best Brawler! :stuck_out_tongue: I do plan on adding more content/goals soon. Any suggestions? ***** @mharring I guess I can add a bit to the attack animation instead of one quick frame. I'll look into it! But thanks for playing! :smile: ***** @sver glad you enjoyed it! ***** @trevor-shoe Yeah I didn't get too far as it was a game jam, so I fine tuned the story around all limitations I had :sweat_smile: But hey, glad you like it! And thanks for playing! :grin:

brandon-anderson 2019-10-18 05:21

Adorable game, I love the old school arcade vibe that I get from this game. Even the music fits the game very well. Nice, simple game and I look forward to a potential expansion of the game, maybe?

mrerdalural 2019-10-18 05:49

Very nice arcade game! Thank you for making it! It was really fun to play.

jin9310 2019-10-18 09:24

Overall very nice entry. The execution feels really polished and well handled. Art and the mood in general works really nice! Since for the previous Ludum DAre we did a game about Bob as well (although not related with this Bob, nor Bob the Builder :)) this was a must for me to play and I am very glad I did. Great job!

umsee 2019-10-18 11:09

This had me going for a while good design. Great gameplay a lot less juicy but still loved the game.

coldsanwdich189 2019-10-18 15:41

Great game!

pestodesign 2019-10-18 18:11

Nice entry! I had some good runs, but I stuck in a corner and they just shanked me. The build to block the enemy mechanics are working great!

honey-pony 2019-10-18 19:00

Highscore: 13813. That run ended when I got trapped and couldn't move for some reason.

Lots of cool mechanics in this game. I wasn't able to using the building as effectively as some people but it does seem like it can help control enemy positions. The pickup system works although it's relatively unclear what each pickup does.

I think the main problem I have is that the game is too repetitive. One type of enemy, one type of player attack (as far as I could tell), and the gameplay stays more or less the same throughout the whole game. The best way to improve it is definitely more variety.

One other thing: it's possible for a whole bunch of enemies to stack up and kill you in like an instant. I think a player invincibility frame would be a good addition.

gord10ahmet 2019-10-18 20:48

16797 is my score. I liked the game.

itsdanidre 2019-10-18 22:56

Woah! So many reviews! :sweat_smile: Let's get into it!

***** @brandon-anderson thanks for playing! Expansions are a surety; may I ask what features you'd like added? ***** @mrerdalural thanks for playing! :grin: ***** @jin9310 I appreciate the bias you had for my game :joy: ***** @umsee can you give me more onit being 'less juicy'? :grimacing: ***** @coldsanwdich189 thanks! ***** @pestodesign get shanked! :sweat_smile: I'm not sure how to avoid that yet, but I'm experimenting ideas. Suggestions appreciated :grinning: ***** @honey-pony trapped? That's odd. I will add to the description what the power-ups do :sweat_smile:

I barely got the pathfinding working so it released as limited as is with the time limits, unfortunately. Thus, the only way I saw to make it difficult was to increase variables relative to score and call that 'difficulty'. But I do plan on adding a new enemy soon...we'll see if that expands the story, as it was made to collectively grasp Bob's current limitations :rofl:

Player invincibility is definitely a power-up I've contemplated adding, but now I have a greater idea on it's implementation, so I'll get to it! :smile: Thanks for playing! ***** @gord10ahmet thanks for playing gord! :slight_smile:

honey-pony 2019-10-18 23:55

@danidre By trapped I mean a bug, I think... I could only move like 1 pixel in a given direction but no farther, so I wasn't able to avoid the enemies.

lexyvil 2019-10-19 00:14

Fun little game~ Kind of wish there was an end goal, or that the difficulty increased over time.

pestodesign 2019-10-19 17:12

I don't know, maybe the enemies should not overlap? IT was like 15 of them on one square, my mighty blows were simply not enough! :D

johnnysix 2019-10-19 20:17

This was pretty fun, love the way the baddie heads look like they've been pounded into the ground.

If there was continued development post-dare, would definitely say you could introduce some sort of puzzle element with the wall building. A puzzle/action arcade game. :smiley:

ld45_db-047.jpg

sawtan 2019-10-19 20:47

Hehe, managed to read up on the objectives of the game after playing the game and it all made sense! I love the graphics of this one, and it's quite a nice feeling beating up baddies for sure! Great entry and great job! Cheerz!

umsee 2019-10-20 03:21

@itsdanidre Your game is a hundred times better than mine, for a jam game it's pretty strong and the mechanics of your game is also unique and strong it's got that good gameplay, like you could play it for a solid hour without getting bored. You might have heard it a **million** times already but,

Juice it or Lose it!

1. I think it would have been more fun to have a **Screenshake** here and there with your game being something like a ***reverse Bomberman*** with an action element. I would have loved a little screenshake :heartpulse:

2. Also I think that the enemies could have used a little bit of **variation**. Like changing the color of their masks and shirts just a tad and they could have been randomised through code (not at all a new object or enemy sort of fashion, because I see you contemplating that)

3. Also **Permanence**(I'm making this up if you haven't figured it already, I am no expert in these things). you could make the masks of the dead enemies linger a little while longer.

4. I played the game again to make sure of this. The Popups could use some animation. as in and elasic easing and it could grow into view from the bottom. (*like a paper from a printer-ish*)

Don't get me wrong. I loved your game. This is just my inner critic exposed by you asking for it.

P.S: THis is just one pet peeve of mine, I was absolutely annoyed by the way these masked men walk could you make their legs move sideways rather than up down.

itsdanidre 2019-10-20 04:46

@honey-pony huh that's indeed weird. I've never experienced that bug ever before :thinking:

Were there walls surrounding you, or did you escape the map somehow? :sweat_smile: ***** @lexyvil the difficulty does increase over time :grin: - Baddies spawn faster, stronger, higher health, in greater amounts, punch harder. - Powerups become more frequent, lasts longer, becomes stronger/more efficient. - Potions give more health as well, to compensate for the stronger enemies. ***** @pestodesign :joy: you have to use powerups to combat that :grimacing:

However, I'm looking into adding AoE powerups soon, to combat that. ***** @johnnysix a puzzle game! That's really a unique big brain idea. I've never explored puzzle games before, and it's often challenging (and sometimes fun) to play those types of games myself, but I can definitely do something along the lines of adding levels and you'd beat a certain amount of baddies before proceeding. Then I can create other challenges as well. Sounds good! :thumbsup_tone4: ***** @sawtan Haha, yeah I made the objectives with an attempt to encase the limitations and possible features of the game :stuck_out_tongue: Thanks for playing! ***** @umsee Woah! Another sweet review! Haha, we all have those inner critics. :sweat_smile: 1. Effects is one thing I've never done before, and really looked forward to it for this game. Thank you for reminding me! That'll be a while coming, as I currently would have to get back in contact with the artist, but the screen shake should definitely be possible now, as I've made my own custom vcam! Great idea! :smiley: 2. I draw the enemies off sprites by images using JS, so I'm not sure how I'd render/manipulate said images. What would be easier though, is splitting the head/body into separate sprites, and upon each baddie spawn, they'd have a property of which combination of sprites they are....customization! :grin: 3. Health sometimes drops when they die, which is registered after they vanish; that's why I left it for a short time originally. But I do now (just thought up) know of a way I can make their heads remain a longer period of time, nice suggestion. 4. I'm no art genius and again would have to see if I can get @AXLplosion into animating that. But what I can do at the moment is have a mini glow lingering in place of where the powerup will spawn for a couple seconds. And if that powerup is off screen, have a few arrows on the screen's side indicating that a powerup is over there. (similar to that one missiles phone app where you see which direction the missiles are coming from) Great idea!

Thank you for the review, and the many ideas with it! Fortunately, those things are within the range of my skilset, so with time, I'll see to it that they're done!

*****

Thanks for the reviews guys! I'm adding those ideas and suggestions to the game soon.

But for now, I've got maaaany submissions to rate! :^D

Capture44.JPG > So I'll get to these first!

umsee 2019-10-20 04:58

@itsdanidre if you don't mind me asking. What did you use to make this game. Being the noob that I am I couldn't figure it out just by looking at the game. I usually rely on the splash screen before to figure out. Oh this is made with unity, Ok that's construct. Well that is Godot, Okay but yours didn't have any so......

philomory 2019-10-20 05:32

An entertaining little brawler! Seemed well made, everything worked well, looked good. Building walls didn't seem to be too terribly useful, mind, but it was fun nonetheless. Maybe if you could build, like, turrets or traps or something? In any case, good job!

itsdanidre 2019-10-20 06:32

@philomory Thank you for playing! I do plan on building traps (more so, spikes) soon, that can be used to bait baddies and cut them off lol.

@umsee I use plain HTML and Javascript :stuck_out_tongue: Prior to the event though, I also made my own Game Engine, which is what you see with the canvas (full screen or not, resizable for all sizes) as well as the game audio (simple APIs I created prior which made everything easier) Adding audio I put the file srcs, and just load it in and call functions like audios.playLoop('audioName') and it'll look for that audio and play it! :grin:

But everything is done using Javascript, and drawn onto HTML5's canvas! :thumbsup_tone4: so the spaghetti code is all open source either way, lol.

honey-pony 2019-10-20 13:37

@itsdanidre I was still on the map, and I believe there was a wall above and below me.

johnnysix 2019-10-20 19:31

@itsdanidre - I was thinking something like any of these millions of pipe-puzzle games or similar ( where you gotta connect the dots with limited pieces etc )

Like this - but you'd have to fight off the masked dudes AND solve the puzzle. :anguished:

(http://www.arcademachine.com/core/gamedata/java/A0137.gif)

tricky-fat-cat 2019-10-20 22:17

Small, but very neat game with good combat and movement systems, well done!

karrar-home-student 2019-10-21 00:20

Rely awesome game one of the best polished game

derek-volker 2019-10-21 12:46

I liked the graphics, very polished and well done for a jam; the mechanics, solid and interesting; and the controls, smooth and very responsive.

However i felt that the game could have a bit more content in it, in the form of levels to beat, different enemies that appear over time or something that improve the experience. The audio could also use a bit polishing in order to improve the experience, but it already are in no way annoying.

The game also starts to lag after sometime. It is a bug or something?

Very nice entry. Congrats on a good job!

itsdanidre 2019-10-21 19:02

@derek-volker Thank you for the review. Due to the limitations of the Ludum Dare I was not able to implement levels, but it is in fact [something I'm working on Post-Jam](https://trello.com/b/HgDlN6cd/bob-the-brawler)

The audio was rushed at the end too, thanks to @AXLplosion. And enemies are also planned to be broadened on. :slight_smile: We cut it close jam end.

Lag you say, :thinking: I've never experienced that. But I will look into optimizations as a result.

Thanks for playing! :grin:

***** @karrar-home-student Thanks for the review! :smile: ***** @artyom-volkov Thanks! ***** @johnnysix that's definitely a unique mix :anguished: ***** @honey-pony I've adjusted the wall collisions, so hopefully that does not happen again :sweat_smile:

nidjo123 2019-10-22 18:53

Simple, fun, and challenging game. What more could you ask for? :D bobthebrawler.PNG

hkspadez 2019-10-22 20:13

fun game! very interesting concept. and the punches felt weighty and good with the audio.

jaun 2019-10-22 22:04

An interesting take on the theme, although I kind of feel like placing the walls didn't really give a great advantage, in my first go I died while trying to build a small fortress haha

I did much better in my second try: 1 - copia.PNG ;)

danilo-freire 2019-10-22 22:52

Incredible Mood! <3

gullyngames 2019-10-22 23:41

Great style of game, it was pretty fun! I would love to see this expanded (more variety of enemies, more enemy abilities, etc). Here's how I did: Screen Shot 2019-10-22 at 7.38.51 PM.png

untitled-studios 2019-10-23 01:13

Fun as heck my guy! Nice work!!

peachtreeoath 2019-10-23 04:47

whoa I scanned the comments and I'm surprised no one got this score (unless I missed it) but I maxed out the score at 9999999 or whatever. On my 2nd attempt, I was running around clicking like a madman like usual but my finger started getting really tired so I just parked myself in a small corner pocket and twitch-mashed on my mouse. The enemies just piled up and you can go on forever until your tendons run outta juice :)

Regardless of that run though, the game was a great experience. I love when a game is consistent on all fronts. The fonts, the gfx, the music all came together so well, probably because it was done by 1 person. But the gameplay was also very cohesive too. Before I cheated the game I was really enjoying scrambling around, picking up hurt walls and either replacing them quickly, or keeping them around for quick deploys like a Jackie Chan fight or something lol. I'm shocked you guys have so few LD games under your belt, this seems like something a much more experienced team would pull off, so an amazing job to you!

itsdanidre 2019-10-23 05:20

Woah, these reviews :heart:

itsdanidre 2019-10-23 05:25

@nidjo123 thanks! :smile: great highscore! ***** @hkspadez the shake effect is one of my favourite things :grin: Thanks! ***** @jaun nO BOB it's Bob the Brawler, not Building! :rofl: No fortress buildinggg!! :stuck_out_tongue: ***** @danilo-freire thanks! ***** @gullyngames Sweet score! I do plan on more baddie varieties, yes. (I've also considered baddies collecting powerups, but that's a program for another day :joy:) ***** @untitled-studios thanks! Glad you think so! ***** @peachtreeoath All 9s :open_mouth: **you beat the game!!** :astonished:

Surprisingly enough, I tried that method (corner spamming) but it didn't work out for me...I guess your twitch-mashing finger skills are much superior to mines :sweat_smile: I guess a way I could counter that is by having a delay in the clicks as well, but for this LDJam I'll leave it as it :grin:

It was an amazing experience developing this game! I was able to use years of tutorials I learnt; finally understanding what they do, as I browsed my mind for methods to do this or that and remember a video I watched in the past :rofl: Lots of **big brain stuff**

It was also my first time collaborating for the making of a game , and the artist was able to take my concept and create art that set the game up as it is now:

Before Art-

pathfinding.gif

After Art-

pathfinding2.gif But yeah, he's a professional, so he really was able to make the music/art/sfx sync :relieved:

Thanks for playing!

shaurya-juneja 2019-10-23 10:51

I really liked the art style dude! The game is too satisfying! My score - 67078 hehe. I really like the consistent fonts as @peachtreeoath said, i too will make the fonts of my game consistent!

rodrigo-denubila 2019-10-23 11:18

Nice game with nice mechanics. The game is pretty simple, but is pretty polished and fluid. Good job!

alphish 2019-10-23 16:15

I got about 72k score on my second run.

A few notes a gameplay mechanics: - having to mash LMB to fend off the enemies is just way too tiring in the long run, with this many enemies and so much of their health attacking repeatedly by holding would have worked better, I think - on my first playthrough I got a large map, on my second one the map was smaller (no scrolling, just as large as the screen); the random generation of permanent walls already adds a risk of unfairness between playthroughs, but getting drawn different sized maps exaggerates that even further (or maybe it's a bug?) - I couldn't quite decide whether I'd rather fortify myself behind a wall or go collecting things; the walls promote static gameplay, the collectibles promote dynamic one; maybe it's not a bad thing, though - the fact that a wall once destroyed by baddies is lost forever discouraged me from getting the wall; maybe if the destroyed wall became a rubble I can collect, I'd be more eager to place them around (with a restriction that I can't place a wall on a baddie)? - on both playthroughs, I was doing pretty well for a while, and then I got caught in the loop of baddies punching me, swiftly leading to game over; with that, it barely feels like health is really that significant if getting hit once leads to many subsequent blows; maybe the main character could have some invincibility frames or something? - the game could definitely use some more variety aside from punching the same brand of enemy, sometimes with shinier helmet but otherwise acting the same

Also, I don't really feel much of a theme here. I mean, technically the protagonist starts with no potions nor walls of their own, but still has his magnificent fists. Throughout the game, I didn't really feel so much more powerful than I was at the start.

Aside from that, the general idea behind this game is pretty workable, and audiovisuals are spot on. Maybe you could expand that concept into something more?

ryusui 2019-10-23 22:32

Pretty simple at first but gets intense over time. I got overwhelmed at just over 90,000 points. Building mid-combat has kind of a Fortnite feel to it; I think it could be expanded into a serious strategic element, but as it stands you don't really get enough walls to work with.

itsdanidre 2019-10-24 02:19

@shaurya-juneja @rodrigo-denubila thanks for playing! :grin: Your reviews mean a lot to me! ***** @shaurya-juneja good luck! :wink: ***** @ryusui Fortnite, aha. The strategy was intended indeed. Sadly the end result wasn't. :sweat_smile: I guess I really did not make a lot of the controls very clear: - When you destroy walls you also collect walls. - You receive walls from collecting packages, and have a random chance to collect one from baddies. ***** @alphish woah, there! Okay, first off, thank you for this extensive review, it's really eye opening. Let me get to you. - There's a barrage powerup that does auto attacks for you. The auto attacks are faster at later stages, so it's the big help for beating baddies. - In addition to that, there's a strength powerup that insanely boosts your attack power. Combine that with a barrage powerup for insane one shots. - As enemies scale later on, powerups do too, that was my plan to get players roaming for them; but I guess it was not well intuitive :sweat_smile: - I learned mid-production how to draw maps from pixel-images; the first few maps were just the screen size; I used array 1s and 0s for those. I thought keeping them there along with the larger maps would have added for variety; especially as a player can simply **R**estart that one level if they're not satisfied with it...but I guess I should have made that clear as well. - You receive walls from collecting packages, destroying walls, and also have a random chance to collect one from baddies. But wall rubble; that's **definitely** something I can add. (well, more of a wall drop) though the challenge would be seeing to it that you don't collect too many walls at once (max is 99) - There's already a restriction that you can't place walls on baddies...unless you found bugs I somehow missed? :eyes: - Invincibility is definitely something I thought about adding. More like an invincibility powerup for a brief period of time. The challenge to adding it to *whenever the player gets hit* is that in earlier stages, it's almost impossible for baddies to hit you before you brawl them to death; so the challenge would be balancing early gameplay with scaled difficulty later on. :thinking: - :rolling_eyes: originally it was one enemy sprite. But people (myself included) longed for variety. Unfortunately, the artist had moved on from the project, so I used my pixel skills and drew 3 different coloured faces :rofl: but HELMETS TOO! :sob: I plan on so many varieties, but I need an artist. :pensive:

The character gets stronger in terms of health, and powerups become more powerful, starting from nothing. So I guess I should have made it clear, that the powerups are the driving force behind the game, and from nothing to something. Also, there's an ending at **9999999** too :grin:

As for expanding, I'm [working on a version 2 of](https://trello.com/b/HgDlN6cd/bob-the-brawler-20) the game outside from the Ludum Dare, and I'm adding all the suggestions around. (adding your wall rubble drop as well) So the future game will have those things considered.

Sorry for the extensive reply, but a whole hearted thank you for the review. I shall adjust my game description to be clearer on everything! :thumbsup_tone4: :smile:

hajden 2019-10-24 09:05

This is quite fun, looks and sounds good, controls great. Punching wore my finger out eventually, even with the occasional barrage powerup. Maybe it would be a good idea to have a maximum amount of enemies limit (if there already is one, I haven't noticed). Sometimes while trying to rest from punching I'd walk around a bit and just got too swarmed really fast.

scsc 2019-10-25 07:52

Considering practically all comments are overwhelmingly positive, I feel like the only one here who didn't like the gameplay that much, so it's probably just a matter of personal taste :) The main thing I disliked was the need to spam mouse left-click, as it takes just too much effort, I'd much rather hold the left-click and have the character keep doing the punches. Maybe the double-click could be an attack that has some cooldown. Other than that, the gameplay felt too simple, as the only objective was putting walls in a pattern that helps you not to get overwhelmed from all directions. On a positive note, the game design is nice and kinda reminds me of Dyna Blaster :) I could imagine this game being great when you implement some additional features and challenging levels. Nevertheless, if I don't compare it against similar Unity games, it's still a great jam result considering you made it from scratch in JavaScript :)

humphreysmedia 2019-10-25 15:58

Great little arcade game, I had so much fun playing it! The icon for where the player would be punching helped out with what enemy I was hitting. Started to get pretty overwhlming after 130,000, but I had fun nonetheless! Challenge progressed in a nice curve, art and music blended well together too! Did feel a bit clicky with the spce and mouse button and would loved to have seen some kind of enemy explosion once you defeat them, but that's my only crique. Great job!

scott-redrup 2019-10-25 16:40

Really well polished little entry you've made here and obviously the cover art at the top of the page is pretty darn awesome! Amazing what you've managed to make in such a short amount of time. Great job!

pedro-miranda 2019-10-25 16:44

Really great entry! Love the graphics and the heads droping when killing the bad guys is a nice touch. First time I've played (without reading the info) I just punched my way through. On my second atempt though it was much better. Congratulations!

pic2.PNG

kaeveris 2019-10-25 18:04

Very cool game, with great music and awesome graphics! I liked the color palette and style of the game!

brokenmirrormedia 2019-10-26 04:06

This is a pretty cool game, I really loved the visual style here, everything felt like it was cohesive and intentional. The gameplay was a bit empty I found, there isn't a huge amount of variety in the enemies and it's mostly just mashing LMB I found. I see that you're working on an updated version though, so I'd be interested in seeing where that goes! Good work!

maskinmask 2019-10-26 10:36

so fun to play~i like the action style music~

pkenney 2019-10-26 22:19

I really like the mix of the continuous space for movement with the discrete cell-based attacks. It's a really interesting and novel design that I haven't seen much of, and the blend of brawling and interacting with terrain was cool. The system probably has a lot of potential for additional builds -- the first time I got range I was like "WOW this really alters the feel of the game, I wonder else could be done?"

The potions thing was interesting, it was good the way it kept me moving around and forced me to take some risks.

If there was one area that didn't shine that much it was the enemies. They were a little bland, and made a lot of different situations feel kind of samey, and I found myself wishing to be a bit more scared of them or have some variety.

Beyond the interesting design, the aesthetics are on point, too. The song is grooving and the sound effects are great, and then there is nice art, and best of all the movement feels great and all of the interactions have a nice punchy juice without going overboard.

All around very well done.

f1krazy 2019-10-27 13:23

This is a great little brawler, with some real style. The graphics and sound effects are all excellent, and the music managed to avoid being annoying. Having to move around to collect power-ups prevents you from just camping in one spot for the whole game.

I have two issues with the game as it stands. The first is that the building mechanic feels somewhat redundant; I never actually used it at any point. The second is that the gameplay feels rather repetitive; the enemies are all identical, you only have one punching move, and the power-ups don't seem to spawn frequently enough to be able to mix up the gameplay effectively.

omiya-games 2019-10-28 03:06

The game is really quite polished, both in game feel and presentation. I don't have any major complaints of the game. Nitpicks that comes to mind is the repetitive nature of the game, as enemies don't behave any differently from each other. As such, the game starts to feel a little boring rather quickly.

Also, as endemic of the arcade genre, there was a point in the game where I simply felt like giving up because the number of baddies becomes too overwhelming. This did make the game less fun for me. On the plus side, the typical game length didn't feel too long or too short, so the spawning progression felt pretty good.

https://youtu.be/No9PjQTpi0s

anion-z 2019-10-28 06:13

Hey! I saw this game on Stream, its very good, the colors you picked fit the game and color pallete doesnt have anything that pops out too much (in a good way) and the colors are chosen correctly according to each other, so many people ignore importance of that.

Progression is paced well, hits feel juicy and you feel your impact on the world when you see tones of heads around. I didnt see any bugs and mechanics work like they should.

I specifically like AI navigation and map generation, well done on those they are great! Music and sound just do their job, they fit the game but nothing extraordinary.

What I personally didnt like is that enemies barely have knockback after a while, I think limit to how little knockback they have should be reduced, like make it simpler for us not to die longer, the game is fun as long as you dont die for long time!

Overall nicely done, an end goal would be amazing, like even a small text after some time saying you won bla bla bla, so that people have a goal in the game.

Also thank you for rating our game, I did not know it was you until I came here from the stream! I read every feedback and take it into account for the future, you even left a comment on itch.io which is very nice of you, cheers!

virimine 2019-10-28 23:33

This game is fun :D Art is nice, especially the colors, and it fits the theme. Bob is an idol :')

lillybyte 2019-10-29 16:30

Bob is the hero nobody asked for but everyone needs; the colors feel really nice. This could be expanded into so much more.

allbetsareoff 2019-10-29 20:57

I played this game with @omiya-games on stream. You can see the video in his comment.

Bob the Brawler is an impressively complete experience. The music is good, the feedback is satisfying, and the core gameloop appears well made.

My main complaint is actually the basic control of using click to punch. As far as i can tell the character punches as fast as you can press the button. I found that the biggest factor in how long I stayed alive was how furiously I was willing to mash the mouse button.

I wonder if the orange blocks are a bit too weak? It seemed me that setting up more walls of any value takes some time, wherein enemies can spawn. It feels a bit for nothing when enemies break through the walls rather quickly and sometimes from multiple angles.

Again, this is a great game. I would recommend adding some limit to the rate at which the player can punch, and perhaps making the walls just a bit stronger. Not much, just a bit.