Good game! I love how the character spin deflecting the bullet.
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Ballet of Steel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #15 | 4.148 | 4.148 |
Visual | #21 | 4.333 | 4.333 |
Overall | #22 | 4.074 | 4.074 |
Audio | #31 | 3.815 | 3.815 |
Theme | #62 | 3.333 | 3.333 |
Ranked from 27 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?
Some sound effects from freesound.org that are under the cc0 lisence
Are you using any AI generated assets?
none
Did you use BulletFury?
Comments
First off, I just want to say that despite any issues I mention here, it doesn't take away from the fact that this game is absolutely amazing
The presentation overall is stellar. I love the grungey cyberpunk art style. Reminded me of BLAME! and hyper light drifter. The audio was cool, but I feel like it could have been a little more prominent. I do love how readable everything was though. Let it be the enemy designs, the bullets, the player herself, etc.
The variety of enemies was also cool. I love how the enemy that spawned a dense volume of bullets close to it it really needed you to go near it to be able to reflect the bullets.
Unfortunately though, it never really became too clear for me how far a bullet would travel when it was travelling diagonally or in any direction that wasn't a straight one. The player's hitbox being forgiving helped alleviate this
I also wasn't sure if reflecting a bullet would go back to the enemy that shot it, or if it would go to the enemy that was the closest to the player. I do wish we had a little more control over that , but the knives did help in that regard.
But honestly, everything I've said is probably just a nitpick or a skill issue lol. All of you have made something really damn good here. Phenomenal work
Hello! 👋
Overall: ✨ I'll be honest, this was actually a really fun turn-based game. Great job on the submission!
Fun: 🎉 The game was engaging, but it required me to go back to your submission page to read the instructions. Including a little tutorial within the game would be helpful. The turn-based mechanics were clever, but the bullets sometimes weren't on the squares they should be when shot diagonally. It was a bit difficult to predict where the bullet was on the bigger maps since there was no grid besides the one the player put out. Despite this, I was able to figure it out and continue to parry, so not really an issue!
Visual: 🎨 The visuals were great for a pixel game. Loved the perspective implementation, it worked well.
Audio: 🎶 The sounds were good, but some cool battle music would complement the game well.
Theme: 📚 The theme of "consequences" was not clear to me, and I would not consider this a bullet hell. I think you need a bit more bullets to fit the genre better.
Other feedback: Overall, this was a clever implementation of a turn-based parry bullet game. I honestly enjoyed playing this one, so great job! 👏
Really great game! Full marks for presentation, music and visuals are both amazing. I enjoyed the gameplay, but it definitely has that prototype feel to it right now. I never actually felt threatened by bullets, since you could deal with all of them in exactly the same way regardless of pattern- step away, step back. I feel like if there were more bullets or hazards in general I might actually have to consider my moves. Environmental hazards in particular could make things more interesting, like turn based lasers or spikes. I hope you do keep working on the concept because I had fun playing and think it really has potential to flesh out!
Wow turn base bullet hell concept!!
That was really interesting concepts of all!
And so much fun too!
Very interesting fusion of bullet hell with a turn based strategy game. Had fun!
Enjoyed the game a lot, and probably biased because you're combining 2 of my favorite genres into one. Simple, yet with sufficient depth, good enemy variety. Graphics and character made me think of Momodora (though judging by one of your inspirations, it's probably Rusted Moss instead).
It's really great how much room for tactics there is - with player positioning affecting certain enemies' positioning, bullets converging at good spots if you time your moves well, staggering to change the attack timings of enemies, using knives to delete/stagger nuisances... Playing everything through in my head was a blast.
Only one thing to mention. The player hitbox, some enemy movement patterns, enemies' shot angles while you're moving - they didn't feel very clear. I think the game could use a forecast system, maybe something like in YOMI Hustle, which lets you see how enemies will act before you make your turn - showing where they're going to move, where they'll shoot (especially for times when the player moves), and letting you know if you're going to get hit if you step into a specific tile. This way a newer player with a weaker grasp of mechanics will have to make fewer guesses, and it could also streamline the tutorial a bit, making it shorter and more intuitive.
Otherwise - I don't think the theme was really incorporated into the game (facing consequences for bad moves is kind of the strategy games' whole schtick...), but it's not a problem for me. I've enjoyed the game a lot still, might replay it for a no-hit run later.
Great presentation, very fun, been dreaming of playing a bullet hell strategy game for some years now. Hope to see more. Congrats on finishing the jam!
(And a suggestion: maybe make the knife throw instant, and not take a turn? Or maybe an alternative special move with that property. Since you can already throw the knife anywhere it may give the player more control over bullet patterns and just feel more powerful, especially when you introduce thicker and more complicated patterns later on)
Amazing idea!
The atomsphere was amazing and the gamplay was very unique. I had a bit of a problem with the bullets being a bit unclear and I would have liked an inicator of where they where. And I would love to see more enemies to get that bullet hell feeling. But its overall a great game and I hope you explore this idea more.
Amazing! Just. Amazing. You all killed it. Beautiful music. Art. And the gameplay was stellllllaaar. I didn't realize how to throw knifes until I beat the game xD MORE ENEMYS MORE MAPS MORE LEVELS PLEEEEEEEEEEEEEEAAAAAAAAAASE =) When a lot is happening, even though its a turn base, you can move so fast and it feels incredibly smooth. Well done. Super bon.
One of my favorite Jam entries so far. The music, art, gameplay, and idea are all top notch. Huge W!
congrats on finishing the game jam! the presentation audio visually is very nice. and the gameplay mechanics feels like there's A LOT of potential there! the jam version goes way too slow, you could easily introduce new enemies and mechanics in every level and make it tighter! overall amazing job!!
Love the art style! The gameplay and idea was interesting too, but I felt like the difficulty wasn't there to really give an honest opinion of it all.
Loved everything about the game. Haven't seen such a concept for a game and I think this was executed perfectly! Thank you for the amazing game!
Made it to the end with 15 HP.
I loved every bit of this game! the combination of bullet hell & grid turn based battle was fantastic.
Can't wait to see more!
Great game! Really enjoyed the core mehanics and the variety of enemies!
Sadly for some reason the texts didn't render well for on me when playing on WebGL.
Looking formard to see more of this project!
Really sad ending btw :(
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