Bear's Home Repairs by AMastryukov
Bear's Hope Repairs
Help Bear repair his home and clean out the trash!
[CONTENT WARNING - CARTOON VIOLENCE]
Programming: - https://ldjam.com/users/ZuhairGhias - https://ldjam.com/users/QuantumCalzone - https://ldjam.com/users/Mahad420 - https://ldjam.com/users/amastryukov
Project Management & Level Design: - https://ldjam.com/users/deathhound
3D Assets: - https://ldjam.com/users/AXLplosion - https://ldjam.com/users/makhan - https://ldjam.com/users/4ahizon
2D Assets: - https://ldjam.com/users/gnahzanit
Music: - https://ldjam.com/users/girlspit
| WebGL | https://amastryukov.itch.io/bears-home-repairs |
| Original URL | https://ldjam.com/events/ludum-dare/51/bears-home-repairs |
Ratings
| Overall | 289th | 3.809⭐ | 36🧑⚖️ |
| Fun | 261th | 3.75⭐ | 36🧑⚖️ |
| Innovation | 833th | 3.029⭐ | 36🧑⚖️ |
| Theme | 642th | 3.591⭐ | 35🧑⚖️ |
| Graphics | 292th | 4.044⭐ | 36🧑⚖️ |
| Audio | 402th | 3.456⭐ | 36🧑⚖️ |
| Humor | 125th | 3.838⭐ | 36🧑⚖️ |
| Mood | 565th | 3.469⭐ | 34🧑⚖️ |
| Given | 33🗳️ | 57🗨️ |
A large environment, various NPCs and several weapons - built by a fairly large team in just a couple days from zero! The tie-in to "Every 10 Seconds" is a bit thin, but still the game is hilarious - slicing cute teddy bears into shreds never gets old. 👍🏼 👍🏼
I think the amount of windows makes the repairs irrelevant. It seems like there's too many entry points for the enemies that any slowing down that repairs would make wouldn't be worth the effort.
It's been a decade since I've played Call of Duty Zombies, so this was a little nostalgic, ha! Marvelous work.
Anyway, I have a video of me playing if you want some more feedback!
https://www.youtube.com/watch?v=j1xkUuyuH8Y
We will do our best to fix the bugs and smooth out the gameplay a little bit, as well as add a sensitivity slider.
However, it was still quite fun ! The changing loadout gave you an incentive to use your secondary ASAP while your primary recharges. Weapon balance could use a bit of work, I feel like you are kinda screwed if you get the shotgun a bit too many times, the slow reload and dual shell make it really hard to kill the bears (Or pandas, or whatever the hell they are x) ) fast enough. Get a Katana however and you go pretty much slicey-dicey on them :p
I also wish there was a way to adjust the sensitivity.
Otherwise, it's a fun solid game. Congratulations on making it to the LD51 !
(one note: i didn't find how to put the turret )
I thought I was going to play a cute fun game about fixing a house.
Loved it.
(Although, maybe add a generic content warning, so people who aren't ready for this don't accidentally wander in?)
There are some bugs (I ended up on top of bears and couldn't see them?) and the placing of the secondary item killed me more often than not because it often would take too long to accept that I was clicking to place. Which is too bad because I was really looking forward to a long, drawn out seige.
That being said the concept is hilarious, the bears are adorable, the level design is gorgeous. Audio is good.
Aside from the bugs and smoothing out gameplay, this game is a perfect little creation, and bugs/rough gameplay is one of the primary feature of game jams. :P
Well done! :D
The mechanics and weapons/upgrades were all intuitive (The only thing I couldn't figure out is what the Battery upgrade did?), and the application of the theme was obvious.
The graphics in general were really good, especially the enemy death animation. And it was incredibly satisfying slicing through them with the katana!
My only comment is maybe there should have been a score/kill count of some kind? You're you're incentivised to play again and try to beat your highscore?
Minor criticism of an overall great game. Really nice work!
4.5 outta 5 stars, solid entry from all 9 of you! :laughing:
The map was well-designed, and had a lot of different areas to it. I will say that boarding up the windows rarely felt worth it; there were so many entry points for the enemies that applying the board didn't really stop the flow very much. I think the most powerful equipment in the game was by far the razor wire --- it's permanent and lets you stop up the enemy movement at choke points. I had a lot of luck staying in the bedroom and just reinforcing the one area with wire and mines in case they broke through.

The graphics were really nice, especially the dying animations. The cartoon-y aesthetic did a lot of work, since you were able to add lots of detail to the house like a fireplace and kitchen without having to do detailed modeling and textures, and it looks great.
The audio was pretty simple but worked well. My only quibble is that some of the levels didn't seem even (the shotgun was way quieter than the automatic rifle, for instance, and the turret was very quiet). There were probably a few actions that would have been nice to have sounds for, like placing a turret or when your loadout switches.
Moreover, I'm really impressed that the game is so cohesive with such a big team! It seemed like everyone was really on the same page and had the same vision for the final game.
It would have been nice to have an in-game tutorial, but I also recognize they're one of the most time consuming things to make and often some of the lowest priorities.
I drew Mr. Bear and added him to the fan art compilation on [my profile.](https://ldjam.com/users/jeremy-ryan/)

Thanks for making this!
I like that the razor wire sticks around, since it creates a nice progression of player strength, but I wish the same applied to the turrets. Even if it could very easily become unbalanced in the player's favor, I feel like building up your defenses over time would make player progression more prevalent to go along with the increasing influx of teddy bears.
I found myself hunkering down in the same room when playing, and while I'm guessing that was the intended idea, it's a shame I didn't have a reason to explore and see more of the whole house. It might've been cool to give more reasons to move about, like venturing past the safety of your defenses to grab a powerup at the other end of the house.
Kudos once again to the team! Managing and making a game of this caliper is no small feat, especially in 72 hours.