Boom Boom Revolution by Sprotex
Link to play here: https://sprotex.itch.io/boom-boom-revolution
Controls
- W,A,S,D / Arrow keys - movement
- Spacebar - plant bomb
Story
You were sent to "check" the lab, details were classified. Security systems locked all the exits as soon as you went in. But not even the death of all your teammates couldn't make our main demolition expert lose his cool. Armed only with timed explosives, you waltz your way in, floor after floor to the rhythm of combat, deeper and deeper into the lab. You ready yourself to face the horrors of the lab while looking for a way to unlock the building.



| Playable web version | https://sprotex.itch.io/boom-boom-revolution |
| Original URL | https://ldjam.com/events/ludum-dare/48/boom-boom-revolution |
Ratings
| Overall | 1834th | 2.65⭐ | 22🧑⚖️ |
| Fun | 1873th | 2.25⭐ | 22🧑⚖️ |
| Innovation | 1144th | 3.05⭐ | 22🧑⚖️ |
| Theme | 1766th | 2.675⭐ | 22🧑⚖️ |
| Graphics | 1484th | 3.05⭐ | 22🧑⚖️ |
| Audio | 1081th | 2.925⭐ | 22🧑⚖️ |
| Humor | 1067th | 2.474⭐ | 21🧑⚖️ |
| Mood | 1726th | 2.55⭐ | 22🧑⚖️ |
| Given | 15🗳️ | 18🗨️ |
The graphics looks very nice, the sounds are quite good except for the audible loop repeat, and the idea is splendid, however it is all undermined by tough/unbalanced difficulty.
Also took me some time to figure out that you had to wait to move after placing a bomb, so some kind of indicator that you can't move during that time would be awesome. Aside from that, I felt like either the game was just too simple gameplay-wise, or just wasn't super well explained.
The art and sound of this game are pretty good, and the game mechanics themselves work fine! Something I really recommend is adding a short tutorial explaining the game mechanics and what is going on ingame, because that would have made everything a lot clearer.
This is a game with a lot of potential and even though it was a bit confusing, it is a good game!
The audible music looping is part of our synchronization problem. We will look into it, but probably won't post a fix, I feel like that defeats the purpose of setting a deadline during LDJAMs.
Thanks for your feedback! :slight_smile:
TL;DR: the game needs to be run in 1920x1080 resolution in fullscreen, there is a button in the corner of the game window that makes it run in fullscreen.
The resolution thing isn't pointed out very clearly, it is only on the itch.io page of the game, I'll add the same description to the game here on ldjam.com. The thing is: I screwed up resolution settings of the game and couldn't afford to remake it in time. UI/UX is something that I struggle with every jam and almost never plan it ahead.
Downloadable version is something to consider. If more people want it, I'll consider adding it.
The presentation/explanation is something we had in mind, there should've been a tutorial level, but we didn't write it down so it got forgotten.
Thank you for your feedback! :slight_smile:
The arrows appear when you plant a bomb, and stay there until you make 2 mistakes. You have to press the colored arrow just as it reaches the top line of the arrows. This charges the bomb, both in explosion radius and in timer duration.
The markers on the bottom are to show the beat tempo. If you press each input just as the markers overlap on the empty marker on the bottom left, then the input is "on beat". There is an audio confirmation beep if you move "on beat" and also there are some upgrades for doing that in succession. It is also the update tick for the enemies, if you move "off beat", the enemies will move faster than you.
The point is to find the exit of the level and get to the deepest level. Currently, there is a cap around 600 levels, but I think no-one will play this game for that long. :smile:
If you try the game again, please let me know. Also please let me know if there is anything that needs to be explained about the game, I'm happy to answer questions about the game. :slight_smile:
Other than that, thank you very much for your kind words! As you say, tutorial would help greatly, and there are many more things we could add that come to mind. These (I believe) would upgrade the experience immensely.
There doesn't seem to be enough time to get out the way of the blast if you fail straight away.
A box around the top row of arrows would have helped a lot. I had no idea when I should have been pressing them.
I was a bit confused about the beat on the bottom, I wasn't sure I should be moving on the beat or not since it doesn't constrain you to it and there is not really any feedback. That click sound felt like I did something wrong.