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A jam submission

Space Bullet HellView game page

This game made for Bullet Hell Jam 5.
Submitted by olcarmert — 1 day, 4 hours before the deadline
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Space Bullet Hell's itch.io page

Results

CriteriaRankScore*Raw Score
Visual#1543.1304.200
Theme#1712.5343.400
Fun#2722.0872.800
Overall#2842.0872.800
Audio#3121.6402.200

Ranked from 5 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?
https://assetstore.unity.com/packages/3d/vehicles/space/stylized-spaceships-mega-pack-208708

Are you using any AI generated assets?
No

Did you use BulletFury?

No

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Comments

Submitted
Deleted 186 days ago
Developer(+1)

Thank you so much for your feedback!

The concept is that enemies become stronger when you defeat them. They resist more fiercely and expend additional resources to survive and avoid destruction. However, this functionality is not working properly. Additionally, when you defeat one faction, another faction should come to the aid of the faction you are attacking, but this feature is not functioning as expected.

And about projectiles and hitboxes you are right. I tried to code it myself and i am pretty new at this stuff so its not that good.  Projectiles spawns and stays for 10-12 seconds and they disappear.

Swapping colors is just for grinding for upgrades and keeping enemy on control. 

 

This was my first jam and i learned so many thing and i had a lot of fun while trying to figure out the stuff.

Submitted(+1)

I thought that the idea of having the two colors that you're swapping between was a fun idea. It makes it so the player has to decide what color they want to risk empowering before starting a round. Like I personally spammed one color early on so that harder content early on would have less power on the color I didn't choose, but I could also see why a player might want to simply switch off between rounds for a gradual rise in difficulty. This kind of design where you have to make decisions based off of risk and resources is what really drives player engagement. Keep up your smart design sensibilities!

Developer

Thank you so much for your feedback!

Submitted(+1)

I can definitely see the beginnings of a neat game here, but I'm guessing you ran out of time to do all that you wanted with it. My only real complaints are that I couldn't see my health remaining and that the music stopped playing after a short while. Aside from that it just needed a bit more content, I think.

I do like the concept of having two sides, and which you pick changes what empowerment they each get. I assume the enemy power-ups were cumulative (or meant to be), but it was hard to tell because if you just spammed attack speed and damage they couldn't really do much lol

Developer (2 edits)

This game was a beginning for learning unity for me. I know there are lots of things to do(health, better scaling, better upgrade system, more content etc.) but i didn't have much time and i tried to do every system by myself from zero. It was a good experience and it was fun to trying to figure out things. Thanks for feedbacks.