Bomp by pvg
Use your limited supply of bombs to create satisfying chain reactions. Get as many points as you can before your supply runs out. If you get enough points, you will get bonus bombs, but you can only delay the inevitable.
Controls
- Move: arrow keys or WASD
- Explode: Z or Space
- Pause: P or Escape
Notes
The Windows and Linux builds are identical to the Web build except for some subtle visual effects differences that are not supported in the browser.
I wrote a blog post about the making of this game in case you want to read more about it.
Tools
Made using Godot Engine. Music composed in LMMS.
Acknowledgements
Inspired by the classic Every Extend.
Ratings
| Overall | 224th | 3.594⭐ | 18🧑⚖️ |
| Fun | 97th | 3.813⭐ | 18🧑⚖️ |
| Innovation | 216th | 3.533⭐ | 17🧑⚖️ |
| Theme | 488th | 3.188⭐ | 18🧑⚖️ |
| Graphics | 357th | 3.313⭐ | 18🧑⚖️ |
| Audio | 240th | 3.367⭐ | 17🧑⚖️ |
| Given | 8🗳️ | 4🗨️ |
Loved the graphics, amazing chain mechanic (did 21), addictive as hell. Thanks!
This kind of game screams out for a high score table, but that was too much for me to account for this weekend.
Have a question: why the player respawns when blowing up?
It would be nice to play the broken version to make higher chains, or more, closer enemies, maybe some that cant hurt you.

Fun game, this kind of stuff is a great fit for the jam. Very polished. The chaining mechanic is sooo satisfying. I wish the green point orbs would either get collected automatically or be easier to collect. Most of the time getting them is too high risk, it feels like, because by the time the new bomb has spawned, the orbs are often almost off-screen. But that's my only nitpick in an otherwise well-executed arcade game.

Loved the chain explosion mechanic! Balancing dodging the enemies with staying close enough to get a good combo off when you explode is really fun. Nice consistent visuals and sound design to go along with the great mechanics makes for a super fun game, great entry!
@pdotjpg That's an interesting perspective on the score bonus orbs. I purposefully made them hard to get, so that there's a good risk-and-reward. It would be an interesting variant to have some kind of ability to Hoover them up from a distance, maybe a limited number of charges or something. I think this kind of core lends itself to such experimentation... but in a 48-hour period, it's hard enough to get it running and feeling good with just the basics, of course!
Anyway, not saying I'm right, just an interesting design thing to consider.
The game is fun and has a good polish, especially for a compo.
One minor issue, though. When the player respawn, there is a delay when he can't explode. It's a good design, but it felt unresponsive due to the weak feedbacks. It can probably be fixed with a sound effect and a juicier animation when the bom become armed, and maybe another sound effect when the player try to explode before it's possible.
The game could be a bit easier too, although a high difficulty fits the theme. Longer runs would be fun and would allow more progress (new ennemies etc.).
@cagibi Yeah, I think it's a good core tension. I would have liked to explore that even more, the idea of pushing against your luck and limits, but you know, compo :)
@zimny11 You should have control of your bomb during the spawn process, and there's that little bit of invincibility to make up for the randomness of spawns.
@frogman Thanks! I'm not much of an artist, but I like to see how far I can get with geometric primitives. I am also kind of proud of the music, given the time constraints. The only time I practice arranging pieces in a DAW is during Ludum Dare, so you know, my skills are a bit limited... And yeah, this kind of game screams out for high scores! We have an informal list at home, and I think my oldest son has the record right now.
Thanks everybody! Sorry for not responding sooner--been away from the site here working on other things.