Bombini is a game created in under 48 hours. Your goal is to get the bomb to the door in each room without letting it touch a wall! Jump, maneuver and explode your way through 14 levels!
Initially, the idea was to have the bomb attached to the character by a rope, but this both proved to be too difficult to program in such a short time, and needlessly complicated. We also wanted to get in more levels, and decorate the backgrounds a bit, however we've started to run out of time so we decided to just polish what we had already.
Overall though, we're extremely happy of how this small game turned out! Simplifying the bomb mechanic allowed us to focus on the movement and level design more, which seems to have paid off since a lot of players are praising it! This was our first time participating in GM48, and second jam overall. We hope you enjoy our game!
A,D - Movement
Arrow Keys - Move the bomb around you
Shift, W or Space - Jump
Alt + Enter - Fullscreen
Left Stick - Movement
Right Stick - Move the bomb around you
RB, A - Jump
@Spasco_ - Programming, Level Design
@Gaziter - Art, Music, Level Design
@TheVegardJensen - Art, Sound Design, Level Design
This game is just too good!
The only thing not as good as the rest is the theme, as the bomb doesn't really help you, it feels more like you're the one helping him :D
Anyway, the sound was especially lovely. It wasn't too hard either, even on a controller where you use the same finger to jump and move the bomb. I mean, even the walljump is good, which is sooo rare in jam plateformers. The only thing that bothered me is sometimes I didn't realize I could make a jump to the end (which are sometimes more precise than others), and tried to walljump from the end plateform, which tends to be impossible :P.
Two small nitpicks:
- the game is slow when not fullscreened, but I think it's a recurring issue with GM2 and / or my computer for some reason
- there's one or two levels with a wall right next to where you start and I died a few time by holding the left stick at the start
The only thing I can really comment on is the fact that the bomb feels slightly forced upon you, like it's clearly more of a hindrance than it is a help. Obviously it helps with the blocked doors, but it just feels somewhat off. I think I told one of you in Twitch chat that I thought maybe being able to put the bomb down and "scope out" the level without having to carry it maybe could've worked, but I think you said you tried that? So IDK, maybe that doesn't work in practice
Other than that though, this is as good as a gm48 game gets. I haven't ever given a rating this high, so bravo!Submitted
Wasn't easy to do but I managed to finish it!
A bit frustrating cause it seems like the hitbox of the bomb is a bit big, sometimes you don't feel like it should have boomed.
Aside that, very charming game and nice sounds! That's the right scope for a jam game.Submitted
Nice little game. The controls feel great and the levels are just the right length to be challenging without being frustrating. The mechanic of holding the bomb in different directions to avoid blowing up is neat too.
The presentation is great. The graphics have a nice cartoony and bouncy style to them. The music and sounds are also good and compliment the visual style well. I especially enjoyed the goofy sound effects.
If there's once complaint to make it's that the theme is a tad weak. The harmful part is obviously there, but the helpful part is a bit lacking. Yeah, the bomb helps you open the door to the next level but I would have liked to see more. Maybe the bomb could be used to block attacks or you could grab collectables with its extra reach?Submitted
Love the art style. It’s a super fun game idea and pretty difficult too. Levels felt well planned out and I enjoyed how they each felt like little puzzles. Controls really well too which is important when you can die at any time :P. 👌Submitted
You did a nice work, a very well done game. A little thing i didn't like is the fact you couldn't see the spikes under you before jumping down in some levels.Submitted
Cool approach to the theme with beautiful art and music, the skill curve was just right and the great level design introduced the main mechanic really well, The best part of the game though is the pun in the title, which deserves a 1st place in and of itself.Submitted
I'm a huge fan of Super Meat Boy and I have to say, for a 48 hour game you NAILED that mechanic! The movements just felt right. after a few 100 times of dying I tried my controller and loved it even more. I do wish there was a way to switch sides using the controller but that is really my only complaint. Good job with the theme and sound effects too.
Edit I think this is the only way I can respond to your question. So I tried the right stick and I could not switch bombs from side to side (or up). On a side note, my son played your game and he said you have the best game on the JAM. (even though he spend over 25 hours drawing the art for our game, Trials.) lol so seriously good job. I'm going to try again and use the right stick and see if I was wrong.
2nd Edit I tried a second controller and the right mouse stick works!!!!!!!!! Yes, best game in the JAM so far!Submitted
Nice art and music, the artstyle reminds me of "binding of isaac" in a good way :). Opening the doors is the "helpful" part and it fits the theme nicely. The only thing i'm missing are some enemies or some other thing to engage with, considering you are a team of 3!Submitted
What a great game. The amazing pixel art the enraging but rewarding gameplay and the immersion it gives the player. The use of theme is there but questionable. I get that the bomb is harmful but Ive never really seen anyone use a bomb in a helpful.
Overall very good game
Please note: Audio is broken on my computer so I cant rate the musicSubmitted
Really fun game! Would like to see more! Annoying in a good way!
Reminds me of Super Meat Boy & VVVVVV in the best ways possible.
Good art, good music, snappy and responsive gameplay. Could be longer, but then again you're dealing with a 48 hour limit so it's understandable.
Thank you! Super Meat Boy was actually what I played around with while developing the game to get a feel for good platformer controls!
About the game's length, I agree. We originally wanted to target 20 levels, but we only ended up having time to finish 14. Thank you for the feedback and I'm glad you enjoyed the game!