bäbäböx X by Kultisti
how many burgers can you eat
before the bäbäböx breaks?
▱
audio sulo - visuals HIS - code kultisti
changelog: fixed audiofiles & web port
| Link | https://kultisti.itch.io/bababox-x |
| Link | https://kultisti.itch.io/bababox-x |
| Original URL | https://ldjam.com/events/ludum-dare/51/bababox-x |
Ratings
| Overall | 192th | 3.904⭐ | 28🧑⚖️ |
| Fun | 132th | 3.962⭐ | 28🧑⚖️ |
| Innovation | 254th | 3.712⭐ | 28🧑⚖️ |
| Theme | 308th | 3.942⭐ | 28🧑⚖️ |
| Graphics | 69th | 4.462⭐ | 28🧑⚖️ |
| Audio | 75th | 4.096⭐ | 28🧑⚖️ |
| Humor | 344th | 3.28⭐ | 27🧑⚖️ |
| Mood | 261th | 3.788⭐ | 28🧑⚖️ |
| Given | 25🗳️ | 1🗨️ |
It took me a while to understand what's going on, but once I did it became quite enjoyable albeit stressful to manage all the constraints.
I think for the tutorial it would be good to show that enemies aren't grid based. I thought I had to avoid blocks where enemies walk at all costs, only by chance did I find out that you can be on the same platform as them as long as you aren't close to them.
Polish and feel is on point as always. Great stuff.
Really nice, tight little core gameplay. Love the idea of destroying the ground periodically like that. The jump -> throw contextual action is a really elegant way to make this which gives a lot of heft and physicality to the throws, but the hands holding the block staying in the same place kind of hurt the legibility of the action and void that really cool element that would add a lot to the gamefeel otherwise, I believe.
The feel and polish and juice is obviously still really good, I love the aesthetic that you deployed, it's so deliciously bizarre and really grabs you in. The game is fun and very well executed. I like how the difficulty ramps up and the little arcade scoring backdrop. Maybe it lacks a way to throw the blocks 1 further than just on the next spot available, because I feel like something to push you to play a bit more acrobatically and maybe to be able to hit enemies in spots where the blocks might get destroyed anyway would add a bit to the experience.
Had a little trouble understanding that the sprites on the next-to-be-destroyed tiles were clock arrows, but that's such a neat idea, so UX-friendly! Also love the faces on everything.
You did an incredible job making a game this tight and polished just for the LD, I would have enjoyed it no matter the context it was born from - you can't really tell that this was done on such a tight schedule.
Awesome awesome work to everyone, and thank you very much for the treat ✨

got this score after a few tries :)
The hitboxes for all pickupables feel a bit small though, sometimes it looked like you were just running through them. And when you reach the end game it becomes really hard to see which single block will be spared from destruction, especially when there is so much other stuff going on at the same time.
Great game, and nice job to all of you!
The art style is great. In fact both the audio and the graphics are top notch, really love the entire presentation.
Fun game! Definitely kept me interested in trying to get higher and higher scores. The gameplay is interesting, the overall idea feels rather unique.
I felt there are some things that could be improved. Most importantly: the visuals are very busy! Don't get me wrong, they look good, the animations are fluid, etc etc. Still, I think the blocks-to-be-removed could be indicated without adding one "clock" for each tile + one "scared face". In the late game it gets really tricky to find spots which will not be removed (if any), so adding more elements over top of the enemies + powerups + blocks is not great. Speaking of which, when there is a block to be picked up on top of a tile that will be removed, it is hard to tell: the block covers the visuals! And: it's nice that there are variations of the tiles (plain vs checkered vs battered), but this is even more visual noise. What about indicating the tiles which will be removed with a colour tint? Simple, easy to spot, hard to cover up. Overall I got a bit of an Earthworm Jim feeling from the graphics: they look great, but they sometimes make the gameplay worse.
As for the gameplay itself, it took a while to get used to all the mechanics and what I could and couldn't do. Eventually I figured it out enough to reach a (I hope :D) good score, but:
- What if the player landed when a block was placed? Every now and then I got caught off-guard thinking I had placed a block (but actually hit an enemy) and so I was safe to keep moving in the direction I was going. It's safe when I'm on the ground, but not when I'm in the air...
- I am still undecided about the jump button = block place button. On the one hand it makes the controls feel fluid and intuitive, on the other hand I sometimes wished I could just place a block without having to jump. It's related to the previous point, I simply felt safer when I was on the ground.
- The delay between the skull and an enemy actually spawning was long enough that it took me a game or two to actually spot that the skull means "an enemy will spawn here". Maybe a more obvious indication and a clear point of time when the enemy *is* there?
- Maybe I missed this because of the busy visuals, but: does the game really eventually get to the point where *all* blocks get destroyed? I guess there is a way to survive this still (by keeping a block equipped, jumping just before the timer runs out, and placing the block afterwards to land on it), but if this works, it is *very* finnicky. It's easy to hit an enemy and simply lose at that point. Maybe increase the difficulty a bit slower, and always keep some tiles safe?
Anyway, even with all that said, it was very fun. Oh, and I'm also glad there were multiple music tracks, it kept the game sounding fresh.
Okay so first thing to point out is : What did I just played ?! Why am I a cursor trying to do Muckbang while demons are trying to kill me ?
This game is a literal fever dream, and it has one of the most annoying audio ever in this jam, but it's surprisingly very simple.