Bugometh
Bugometh is a metroidvania game, where you aim to save your PC from bugs. The game is going to pay attention both to platforming and combat system, to make the experience of playing as rich as possible.
The hero is the last survived peace of antivirus code, which is going to save the world from evil AI. A wise Mage will help him on his journey.
Controls:
Movement - arrows
Jump - Z
Hit - X
Save at save point / interact with sign or character - Up arrow
Pause - ESC (rebinding in pause menu)
Status | Prototype |
Platforms | HTML5 |
Authors | MWLot, speeedmaster |
Genre | Platformer, Adventure |
Made with | Unity |
Tags | 2D, Exploration, Metroidvania, Pixel Art, Sci-fi, Singleplayer, Unity |
Development log
- Beginning of the journey!May 28, 2022
- First location!May 19, 2022
- UI and save system finally here!Apr 10, 2022
- Some thoughts about next updateFeb 09, 2022
- First version!!!Feb 01, 2022
- First build soonJan 30, 2022
- Beginning to workJan 22, 2022
Comments
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The demo looks good, models and effects are made well and fit nicely into the "dungeon lurker" setting (at least that's the vibe I`m getting from them). It`s easy to see that there was a lot of work put into them.
But I can`t say the same for gameplay for now. Problems in descending order.
First, 2 rooms are simply not enough.
Second, there needs to be some kind of tutorial, controls and movement are not intuitive for novices (maybe pop-up keybinds at least?).
Third, weapons, either add some projectile to the gun, so it would be usable at range, or add some melee weapon, but keep the damage distance. The ideal would be both options, but maybe you want only melee, who knows.
Fourth, background, I think it`s too uniform, combined with lack of lighting apart from halo around our character it makes levels look bland.
Overall, nicely made demo, hope to see it grow into full-fledged game.
We are always happy to hear some criticism towards our game!
As for rooms, we will definitely add more rooms, locations etc, so there are places where a player can go.
As for tutorial, it's just a prototype, so we wanted to pay more attention towards basic mechanics of movement and fighting, but UI will be added in our later updates.
This gun is supposed to be melee for now, the long range shots will be available later. However, we agree that the animation has to be redrawn, so it is understandable that this is a melee attack.
As for background, this exact location is designed to be sort of "abandoned", so we actually wanted it to look empty. However, I guess some "signs" of being abandoned should be added.
Hope you will like our next updates and will help us make our game better!
Not very satisfying gameplay, but good graphics. Flashlight element is not in use.
I would suggest reworking :
1. Add measurement scale of jump power
2. On 1st level I had troubles with jumping, because it wasn't obvious that you can start jumping when players model is not on platform.
3. Gunplay is worth reworking. Not interesting at all.
4. Add lives
5. Movement:
Thank you for your comment! We'll add user interface including HP bar and possibility of rebinding keys as soon as it will be possible. As for troubles with jumping, the mechanic of some time given to jump even after leaving the platform is called coyote time and should implicitly help player to jump and not fail, however due to some mistakes in design of the first room this mechanic was the only stable way to reach the platform. It will be corrected in the next patch and we hope we won't make such mistakes ever again ;) As for the first and third points, I did not really understand what you mean, can you please clarify what you were trying to say? Hope to hear from you soon)
Well, what I would like to say is that the graphics are quite pleasant. I also want to note all the movements of the character. They are quite smooth and pleasant to the eye. That's all of the pros, hahaha.
What, in my opinion, is subject to change is:
1. Music. It would be more fun to play it with driving music
2. Controls. It took me a while to realize that the jump would be stronger if the key was held. I think it's better to make a double jump, or notify the user about it somewhere. Also, in the most ideal case, it would be to jump to the [↑] key
3. Shooting. It is better to make the range of the weapon a little more, otherwise you simply will not have time to destroy the monster, as it causes damage to you
These are just small flaws that, having eliminated, the game will become much cooler. I wish the author perseverance to make the game great.
We're so happy to hear your proposals! We'll add music a little bit later, after we finish all basic things like save load system. As for jumps, Double jump will be unlocked later during the game. Regarding holding jump button to jump higher, there will be some basic UI to tell the player what buttons are for what and the instructions will definitely mention this "hold to jump higher" case. There will also be rebinding system, so you will be able to put the controls you love most. (the current controls were taken from basic controls of some famous metroidvania and roguelike platformer games).
10/10
Unforgetable experience. Would be great if u add some music and increased gun range, but nevertheless it`s all cool
Thank you for your reply! We will definitely add some music, and I'm already trying to create something more or less plausible :) But first we wanted to pay more attention to some core gameplay mechanics. As for increased gun range, I guess it's a fair advice, but we won't increase the range too much as the ability to shoot for long range will be unlocked later.