I beat the two bosses.
This game is super solid, it look, sounds and controls great and the pattern are super fun to deal with.
Very cool entry, thanks for sharing.
Criteria | Rank | Score* | Raw Score |
Theme | #67 | 3.276 | 3.714 |
Fun | #68 | 3.528 | 4.000 |
Visual | #73 | 3.780 | 4.286 |
Overall | #85 | 3.402 | 3.857 |
Audio | #99 | 3.276 | 3.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
No
Are you using any AI generated assets?
No
Did you use BulletFury?
I beat the two bosses.
This game is super solid, it look, sounds and controls great and the pattern are super fun to deal with.
Very cool entry, thanks for sharing.
This was awesome, good presentation and transitions between screens!
The graphics were superb, and the gameplay was really fun!
This was a super fun underwater themed bullet hell. I can't resist a game with marine theme lol. I absolutely adored the pixel art style, sprites and animations. Controls felt good, movement was good, and objectives were clear and made for a solid loop. I think my only thing was I did not understand how to get more oxygen apart from the bubbles. Was I supposed to also hit incoming enemies as well? I think just a tad bit of direction, or a tutorial would help aid in that ease of gameplay. The upgrades as tied in with the jam theme was well executed as well. Excited to hear that this is planned for development as a full dungeon crawler. Cheers to the whole team on the submission!
Very nice visuals, also creation of enemies, sfx, music and patterns of enemies attack. I really like that.
Concept with choosing upgrade and downgrade also fully fits theme!
Nice design of menu! :D
Well done!
Hmm maybe this mobs shouldn't be signaled with lines but instead a bit slower? That will give a bigger opening to hit them, but also will player will not see the lines so he will be more aware of whole screen instead of just lines. That will mix a bit pace of the game. But it's only my suggestion, making this into full dungeon crawler is great idea, and there is big potential!
I liked how the shield system was implemented. The enemies that you shoot for oxygen feel like you can only reasonably shoot them head on, and because they're shooting forward you have to use your shield to walk in front of them to shoot at them and get oxygen. It's like the cooldown of your shield is a resource where you have to decide if you want to use it to position yourself for the boss or use it refill your depleting oxygen. The choice between upgrades makes it even more fun because you essentially get to choose how you want to prioritize your time between the boss and oxygen management. Overall all of the systems are really well thought out with how they all interact with eachother to make a complete product. Keep up the good work!
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