Bugle's Commute

Bugle's Commute

  • Cats and Loops
  • 5 months ago
  • 52nd

Controls

Movement - Arrows or d-pad

Shoot - Space or 'A' button

Goal

Move to the right on each level, avoiding enemy attacks and breaking through barricades. See how many days in a row you can get Bugle to work on time.

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  • Tero Hannula

    I found master strategy to just run down and run there shooting away stop signs, and if there was a wall, go around it and come back to bottom. It was nice little game, but got bored around 13th day and just let spikes get me.

    • Panda-K Panda-K
      Level 16
      Designer

      Yeah, the walls were a late addition, because I realised that moving forward and shooting was too powerful :) So at least occasionally you had to go around.

  • Veralos
    Veralos Veralos Level 33

    Neat game. It takes a bit to get used to the controls but once you it's fun trying to see how may levels you can get through. My best was 14. It seems like the levels are randomly generated, which is also really cool. The graphics look pretty nice too. I like all the different colours and the weird characters designs.

    • Panda-K Panda-K
      Level 16
      Designer

      Thanks, I'm glad you had fun!

      I went back and forth on the slippery controls, but found that it was more interesting to play with the ice physics :)

  • Nyveon

    Interesting game. I'm wondering, does it have an end? Please let me know if it does so I can give it another try and try and beat it :D

    My main feedback would be that I found the fact that the green moving walls drag you along with them was kind of frustrating at times. I'm not sure if this was a design choice or not, but if it is it might just be a me thing (I'm not particularly good at this type of game :P )

    Enjoyable and challenging experience. Well done Cats and Loops :)

    • Panda-K Panda-K
      Level 16
      Designer

      Thanks, I'm glad you enjoyed it!

      There's no formal ending, the game will keep generating new level bits forever (or until your computer crashes).

      The green walls dragging you was sort of a bug that I could live with. I haven't coded an action game in quite a while, so I'm still learning how to do collisions and so on effectively... Any tips on how to stop sprites clipping into one another would be greatly appreciated :)

  • C0DERP1GLET
    C0DERP1GLET C0DERP1GLET Level 28

    Day 13! Yay :D

    Sorry, but I cannot really see how this fits theme theme. There is not really any world, except for the levels. But they aren't really small.

    Who cares? It's a great game after all. The music is good, the controls are good, I didn't find any technical issues and the levels follows a very good difficulty curve despite being randomized.

    I especially like the spikes that appears after you wait too long. The aren't needed. But they shows that you want the player to play in a more aggressive playstyle, which I think is much more fun than playing passively.

    • Panda-K Panda-K
      Level 16
      Designer

      Thanks for your feedback! (I've never gotten anywhere near day 13, that's really impressive)

      I agree that the game drifted from the theme a bit. I started with the idea of a world that starts small and grows, but that's it :)

      Another commenter mentioned adding a score system, and in retrospect I think that gaining points for finishing quickly would have been a better motivation than the spikes...

  • illdie
    illdie illdie Level 7

    I really like this game, its very simple to understand yet the momentum based movement, bouncing against walls, and limitation to one bullet at a time really forces you to think through how you navigate. I also really like the loop of replaying the same level with extra stuff added in each day/faster shooting enemies. The spikes also are a nice addition that I never died to, but gave me a reason to want to hurry. The mechanics are very well coordinated to make it feel tense and hectic, and the music really complements that. Maybe add occasional bonus level and score counter, and I could see this fitting in perfectly in an actual arcade :)

    • Panda-K Panda-K
      Level 16
      Designer

      Thanks for your feedback! Maybe a score counter based on how quickly you clear the level could work, to try and push the player to optimise each section and make a mistake...

  • Henry Haak
    Henry Haak Henry Haak Level 25

    This was a fun little game! Even though the controls were really simple, I felt like there was plenty of depth with the very slippery movement.

    One thing I would recommend changing is the controls section on the description page and separating keyboard and gamepad controls into their own sections. I lost my first run because I was trying to press the "A" key on my keyboard to shoot. Most people probably aren't as dumb as I am, but it never hurts to make sure!

    • Panda-K Panda-K
      Level 16
      Designer

      Thanks for the tip! I'll make sure to do separate sections next time :)

  • Chris

    I really like this game. I love the simple to learn but tough to master mechanics and the increasing difficulty. Awesome job. It's original, fun and the player sprite is very nicely done and looks like she could be a monsters inc. character or something.