
A fast-paced action-adventure where a cursed woman wields an oversized chopstick to battle food-themed monsters. Progressing through surreal realms, will she be able defeat the Food God who's behind her curse and reclaim her humanity?
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About
Step into a world where every bite has consequences—and every battle brings you closer to redemption.
Beastly Bites follows a starving young woman cursed by the Food God and transformed into a supernatural food-human hybrid.
To reclaim her humanity, she must battle food-themed monsters across magical realms, ranging from colorful festival streets to the grand temple. Her journey of redemption and confrontation is driven by fast-paced combat with an oversized chopstick!
Dynamic Chopstick Combat: Players wield an oversized chopstick to execute fast-paced, rhythmic combos, counters, and dodges, rewarding skill and timing.
Transformation Progression: The protagonist gradually restores her human form as she defeats food-based foes, providing both narrative and gameplay progression.
Unique Food Foes: Battle against imaginative enemies inspired by cursed food dishes, each with unique mechanics and designs.
Immersive Environmental Storytelling: Explore a surreal, magical realm filled with visually rich and narratively engaging locations such as abandoned festival grounds, mystical lantern-lit gardens, and the Food God’s grand temple.
Movement: Left Joystick/WASD
Camera: Right Joystick/Mouse
Interaction: L1/E
Skip Dialogue: R1/Left click
Light Attack: L1/Left click
Heavy Attack: R1/Right click
Run: B/Shift
Dash: L2/Ctrl
Targeting: R3/Middle Mouse click
Pause: Start/ESC
Beastly Bites is the result of eight weeks of collaboration by a team of 15 students from DADIU (Danish Academy of Digital Interactive Entertainment). Hailing from universities across Denmark, we combined our talents in design, programming, art, and sound to create this flavorful, action-packed game.
Benjamin Andersen, Audio Designer 🎧
Rasmus Falden, Programmer 💻
Conrad Bech Nielsen, CG Artist 🏙️
Peter Blomsgård Hansen, Game Designer 🎲
Thim Daniel Hansen, Game Director 🎮
Josefine Kronhøj, Visual Designer 🖌️
Ulrik Enné Lykkegaar, Programmer 💻
Casper Thorne Madsen, Programmer 💻
Andrei Marcelino, Art Director 🎨
Thora Magnusdottir, Producer 🎬
Patrizia Skovgaard Nielsen, CG Artist 🏙️
Ida Nørby, Composer 🎧
Emilie Thaulow, Lead Programmer 💻
Enhao Tan 谭恩浩, Programmer 💻
Jonas Juhlert, Moddeling stalls and walls ✨
Georgia Vossou, Animations for the minions ✨
Genres
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Languages: English
Reviews
Imagine if you had the opportunity to find a very obese creature calling itself the Food God. This creature would also be responsible for starvation within the community. Normally, you don't want to be involved but since you are very hungry, you decide to eat a dish you find and then all hell breaks loose. This being comes forth and wants to punish you for what you did so he sends his minions against you. Throughout the game you battle 2 types of enemies and their boss version and eventually you reach our gluttonous friend as the final boss. The stick (is it really a chopstick?) you have allows you to do regular and heavy attacks and you can also dodge. The game is pretty short and simple but this being an indie game, it should be no problem. There is a small FPS drop after the first boss when you reach an area with trees and bushes. Another thing is the graphics settings that only allow you to change resolution. For some reason the camera sensitivity is completely off and moving the slider does not have an effect until you reach the 3rd boss. I had fun with this game and I love these student projects! Keep up the good work, guys!
Lanetli bir kadının yiyecek temalı canavarlarla savaşmak için devasa bir ASA (staff) kullandığı hızlı tempolu bir aksiyon-macera. Gerçeküstü alemlerde ilerleyen kadın, lanetinin arkasındaki Yiyecek Tanrısı'nı yenebilecek ve insanlığını geri kazanabilecek mi?
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Well, conceptually speaking and in the content offered on the store for consideration, I thought that this game had potential to be minimally taxing while engaging, so I gave it a whirl. Typically, I do not get into anime-style artwork or games, they tend to have themes and styles that are grating to me, but I thought this was just goofy enough looking that I would be able to look past it. In theory, the game is sound enough, at least for the time I played. Starting the story did strike me a bit offensively, particularly that the villain/boss is a messy eating, gross eating sounds making fat man with his clothes undone. I get that the theme of the game is around food and battling food items with a chopstick as a weapon, but it feel unnecessarily stereotypical and gross to see that as the start of the game. I went on to play for a small chunk of time, trying to navigate the first level(?) and get a better grasp on the game itself. The mechanics... well, they leave much to be desired. The default mouse sensitivity I experienced was too high, leading to easily disorienting changes to the field of view. I found myself backtracking a lot and having to reorient simply because trying to "battle" the enemies would lead to me being turned around or wild POV shifting. There's no jump, the "run" is labeled as dash and works as a dash until it becomes run (so it seemed to me anyway... I get that the translation of menus and such may be responsible for the incongruent labels, but the performance of the option seemed to vary), you flail wildly unless you "target" an enemy (an option that didn't even occur to me that I would have to be worried for or set keybindings for, especially in a hack-n-slash melee fighting style), and the navigation leaves much to be desired. The game contains progress checkpoints that you can pass and not go back through, but doesn't make it clear where you might respawn after death... and it also respawns all of the minor enemies when you resurrect, so if you haven't made it past the gate to the boss fight? You could respawn in enemy sites. Usually games have at least a 30s protective state after respawn, but this did not. You work on battling cabbages gone rogue that look like turkeys (intentionally, I believe)... But it doesn't give you much clear indication of how much damage is being done to you OR the enemy other than a vaguely defined HP box for you in the upper left. There's no clear way to determine where the hitboxes for you or the enemy really are, and the first big boss doesn't clearly show you what hurts you from them, nor where you might need to hit them in order to make progress. Even with full health, minor enemies can easily take you out and there's no obvious healing to find... and if you have lost really ANY health before the boss fight, you're as good as a one shot death. I died over and over because even when I got close to the success of beating the boss, the POV swivel would lead me to swinging wild at times, just smashing buttons. The target/aim function did NOT seem to assist with actually connecting during the boss fight, so seems to be exclusively for singling out targets in a crowded field, so it was of little help. After repeated deaths and struggles to keep the game oriented, I was pretty frustrated. I'm not going to be keeping this game. I really did want to get a kick out of the gimmick and have a lowkey goofy game to share with my viewership on Twitch... but both my audience and I got annoyed and bored fairly quickly. I understand skills and learning curves, and I also understand small teams, indie devs, and school project publications... hell, that's why I mine the new releases for games to play and review, because I know quality review and feedback can be infinitely valuable to the creators... But we will not have this in our rotation. Advice: Optimize and guide the user through the gameplay UI so that they know what's going on (particularly the targeting, as this was something I found by happenstance when trying to rebind keys). Take your time and show your pride in the work. Consider how limiting a lack of strategic jumps/movement truly is in a hacker battle adventure. Be more creative with the art, especially the landscape of the level, so that it can be aesthetically interesting rather than generic, and so that it naturally flows. The movement and story were just too clunky for it to be really enjoyed for me, and thus I will be uninstalling after I finish writing this. Sometimes I offer to help playtest new updates/revisions for developers, but this title is not one I would offer such to, at least not as it currently stands. It definitely needs more work. I *would* consider trying again in the future given major updates and considered overhaul, but the list of changes would need to be pretty hefty. Good luck to the developers as they move forward and gain experience. Good luck to other gamers in the community; maybe you'll have a better time than I did. Much love, TeslaQoil aka Mama Lynn
Nice little game, pretty easy till you get to the last boss, I just wished there was a lot more to the game. But it is good fun for an hour of your time.
For a free hack and slash game, its pretty fun and has a nice art style.
well cute short indie game. right after the first bossfight its a bit laggy but only for a while, all i can say that if there would be a bit more fighting moves, more enemies and the game would be longer i wouldnt even mind paying for it :D also buff the foxes!!! they dont do anything,
-_-
Cute short indie game. I assume this was a class or club project since the publisher is a school. There's a story, decent game play, can't complain too much. Some things I'd like to see done better is camera angles, character movement, and lock on. Every now and then the camera would get stuck under a ledge and I wouldn't be able to see my character. The character's movement wasn't very smooth. She would sometimes spin around going in the opposite direction of where I was trying to go, partly due to the camera being stuck on trees or ledges, and partly because the lock-on mechanism is janky. I'm not sure how they designed the lock on because sometimes it would do it based off where the camera was looking, or it would be off of where the character was facing. All in all, I would recommend it to play something that's short and cute. But the devs could continue tweaking it to make it smoother.
This game made me go meep moop 10/10
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