JustPaste.it

10/10 may sound like a biased review, considering I took part in the design/development of the project, however I personally feel it became 100% of what I intended it to achieve, so I couldn't be happier with the results, and therefor 10/10 is how I genuinely feel about this project.

It was designed to be an easy to access game to promote the final Bimey project that is being developed by Bimey™, so I took the core aspect of the main character, Bimey who has bombs for eyes which cause random effects when thrown at enemies in the comic, and went forward with aspects of a genre that feeds off this randomization, rogue-lite/like/like-like/etc, in combination with elements that made it easy to access and replay inside a web browser, i.e. the platforming elements and the game trope where bouncing on enemies damages them. However I didn't want it to become mindless or entirely built around randomization leaving the player with no room to hone their own talent/strategies/etc, which led me to craft effects which were advantageous/disadvantageous to you with different enemies, and with other effects that build on each other to grow your score, and balanced them with that in mind.
The well varied enemies already designed and animated by Bimey™ helped with that.

I have had many thoughts and reasons behind every aspect of the game but I'm not great at translating those thoughts to something I can write and it would take me forever and a half to try and write it all,
so I'll try and summarize in dot points various pieces of the game and the core thoughts behind it.
- I designed the spawn rate to be manipulated by both the value of the current stage, and what multiplier you were at/how many points you had in that multiplier.
This allows it to balance naturally with the players ability, as a beginner at the game may take frequent damage or not defeat enemies in time to keep the multiplier going, while players experience with the game that can keep the multiplier up have more enemies to fight, which will also give way to a larger highscore. However as soon as you do receive damage, the spawn rate will be reduced back to the stages base spawn rate, reducing the tension and giving you an opportunity to defeat the enemies that have already spawned as your multiplier and spawn rate grow again.
- An easy to understand basic 'attack' which is a natural part of your abilities-jumping/bouncing off enemies, to give players an easy and mostly familiar starting point for their combat against enemies.
- A ground slam attack which is required to 'finish off enemies', adding the first layer of thought required by the player, which is a small but satisfying early learning curve when discovering its usage.
- Your bombs for eyes add a layer of complexity to the project which you may shy away from. However it becomes an important aspect as it is required to defeat the boss enemies, which give you a push forward into its usage. Hopefully this allows you to see if you have not already that while it adds complexity, it is helpful in various ways while letting you still fall back onto 'jumping and slamming', as at the end of the day that's what is necessary to defeat your standard enemies. You'll always have the simplicity of your basic mechanics, but for those interested in investing more thought into the game may discover which effects help them most for which enemies.
For example 'Mini army' against a snail will cause it to multiply, but with its health halved you can finish both with one jump/slam combination.
And 'Blind' can help against Jumping worms as they won't know to jump when they reach you while blinded, making your attack on them simple.
I worked hard to balance the risk/reward these effects would have on the various enemies to give players a layer of genuine strategy and tactics when it came to deciding what to use and when.
- I added stat bonuses because I wanted a layer of progression for your character that you wouldn't need to think too much about and could naturally take advantage of.
For example lowered recovery time for slams may make you more comfortable in crowds of enemies, while larger jump height may reduce a habit of avoiding bomb effects that would multiply jumping worms.
- I added things like the growing red circle around the multiplier, and the bomb effect icons which move across the lower screen to the center when your bomb is ready to increase what you are able to see/notice with peripheral vision while focusing on the match and reducing how much you may need to look away to see what bomb you now have, etc.

There is more details and thoughts to what is written above and probably parts I've missed, but hopefully that shares with you at least some of the mentality I had behind the design of this project and hopefully what you may enjoy about it.
Even though there are larger games out there, and with the variety of gamers this may not please every-ones tastes, for me it was a project that met my goals and desires and it became what I had hoped it would, so for this I personally give it 10/10.

As a final note I need to thank those at Bimey™ who put so much time and effort into making this project a possibility and giving me the opportunity to design and develop this kind of game, not to mention how much they play-tested it throughout as it grew, thank you very much :)