You're the chief demolitions expert! Bring down buildings while avoiding collateral damage!
Ever since I learned the awesome German word Obersprengmeister, I wanted to make a game out of it. I was hoping for the theme "Towers", but I think "Falling" is quite appropriate too!
This game is like Angry Birds, but without the angry. And without the birds. Also, without the pigs. Makes sense? But instead of all that, you get splendid explosions!
Made with Godot, Inkscape, LMMS, jfxr and a tiny bit of Audacity.
Very good idea for a game!
The graphics, sounds and gameplay are all super polished. The explosions make a very satisfying pop. I had a hard time getting 3 stars in some levels, but that's just because I'm not playing it very safe. Can't just brute force through everything? Challenge accepted!
I really like the hands-over-your-ears pose when stuff starts exploding. What a cool game!
It was Chromium on Debian. I recently tried to do a web export of a Godot game myself but didn't get it to work in my own browser…
This has serious potential. Love puzzle type games and you went for the common mobile starred version too. Polish it up, add a few hundred levels and you could easily have downloads on iOS or Andriod with this type of game.
The one thing Id change is the bombs causing the nearby coloured buildings to be affected too. But I really love this game. Awesome graphics, sound and gameplay in such a short time!
Awesome, Ship it to mobile, Job Done!
Its exactly the kind if game id download and kill some time with on the train.
Very good, very complete: gameplay, graphics, sound. It was hard to stop playing, stuck on a level.
It's an actually very good realization. And in 48h !
Perhaps the best game of this jam for me
I made it to the last level and got stuck.
I love this idea. The game is very well done. The one thing that bothered me was how the movement was so heavily momentum based. It made it frustrating to get around. It added a bit of unnecessary difficulty. There aren't really any other improvements I can suggest other than maybe more materials, bombs, and other stuff.
Always fun blowing stuff up! In a virtual environment, of course…
Solid work. The audio visuals are pleasant, there's a bit of humor, well polished all around.
Physics based shenanigans always suffer from an inherent inaccuracy caused by the indirect nature of the interactions, in this case placing bombs by hand and trying to estimate how the explosions affect the physics objects.
To overcome this inaccuracy the user interface should be as precise as possible. The big issue here is the timers. Why do they tick down before I move out of the way? Orcestrating a sequence of explosions, where some blow up at the same time, is very tricky and not repeatable between retries.
The bombs disappearing on restart doesn't help either. Keeping them in place would require more complicated bomb manipulation controls though, so not something for a jam.
Quality work, don't get me wrong. Retrying each level multiple times, having to manually replace everything just rubs me the wrong way.
I alwyas like physics based puzzles and this mechanic feels simple to understand and refreshing. I like the polish in this game: an animated character, music, the tutorial, several levels. Very impressive for 48hrs.
If I had to change one this, it would be SCREEN SHAKE when averything goes KABOOM!
Very satisfying! Thank you for the unlimited bombs, made this game a real blast
Cute art and audio, surprisingly robust physics gameplay, very impressive!
Thanks for the kind words, but noone easily gets downloads on app stores these days. Quality alone is not sufficient.
I have finished the last level a couple times, maybe not with 3 stars though. It's the Zach Barth approach to level design! ;)
Very interesting thoughts! I did consider letting you start all the timers at once, but then the walking around becomes pointless. You might as well remove the player character and let the player place bombs by clicking wherever they want, and I think it would lead to a more detached and less immersive feeling.
If I made the game more reproducible by keeping the bombs' positioning between attempts, I'm afraid it would become a boring trial-and-error game: "oh, that almost worked, let's move this bomb two pixels downwards and try again." By deliberately making accurate placement and timing impossible, the player is forced to come up with a solution that has some margin for error built in, which I thought would be more fun. Whether it's actually better this way? Who knows until someone tries the other alternative!
You and I have different notions of subtlety ;)
Very fun game. It would be great on a phone.
The cutesy music, sound FX (wilhelm :3), and quantity of explosions reminded me of Worms. The objective took me back to Boom Blox. Great use of theme, feels like a real game in the works. I'm amazed by how complete you made it in this timespan.
Please make more!
@Aquasheep Thanks! I slightly broke the rules of the jam by using the Wilhelm scream as a kind of easter egg. Given that I could have recorded something like it myself in about the time it took to download it, I considered it acceptable just this once. Didn't think anyone would notice <3
A really enjoyable game. Not particularly innovative, but very well executed. I like the way the bombs trigger once you get far enough away, it's a lot more elegant than having a "Fast Forward" button. I'm not sure whether it would be better to have the bomb timers together because that would allow for cool, synchronized explosions.
Oh, and I also really like the title of the game!
Awesome game, it's very fun to play. Blowing up stuff is always fun. And the description is quite accurate ;)
Could you maybe add a desktop export of the game? The web version of godot does not work in many browsers. I had to clone your repo and open it in godot.