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A jam submission

ANTI_ADWARE_2999.exeView game page

Tiny music-based psychedelic bullet hell. Play online!
Submitted by Kanderwund (@kadw108) — 1 hour, 13 minutes before the deadline
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ANTI_ADWARE_2999.exe's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#593.5383.538
Overall#763.4623.462
Fun#953.3083.308
Visual#1023.4623.462
Theme#1952.3852.385

Ranked from 13 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?
Weary Willow, a song by Em Essex (heckscaper.com/res.php) used with license.

Are you using any AI generated assets?
Also nope.

Did you use BulletFury?

No

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Comments

Submitted(+1)

Gave it a try because the rhythm concept and some elements feel similar to our entry.

While I enjoyed the aesthetics as well as your choice of music, unfortunately the gameplay has been crippled severely by elements that work against it. Slow character, input delay, large hitboxes, low fire rate of 1 shot per second while there are dozens of enemies on screen at a time, taking hits from blocky/wavy lines when you shouldn't due to a bug of some kind, enemy shots that block your own shots without giving score... The final nail was being unable to move diagonally while shooting.

The player feels weak and powerless, which just wasn't fun. You're supposed to combat MALEVOLENT INTERNET ENTITIES yet your peashooter can barely deal any damage, you can only shoot straight, AND you get swarmed by ads from all sides and you can't shoot them back? That's very anticlimactic considering how many words in game title and game description are in ALL CAPS and ITALIC. The player should have much better tools and be able to dispatch most of the enemies on-screen - so either give player a much faster, powerful shot which can reach multiple angles, or reduce enemy counts so you're not just dodging ads when you're supposed to block them.

Overall - I don't think the game is fun at all, but it's fixable. Adjust the player hitbox, fix the input delay, redesign the shooting so player can take down most of the enemies, add extra options for dealing with enemies your shot can't reach, and lastly I'd suggest to adjust how patterns are synced to the music. It wasn't bad, yet was barely perceptible because I was looking at the playing area while the amount of enemies didn't match the rhythm.

Good effort for having only 5 days of work available. Congrats on finishing the jam!

Developer(+1)

Thank you so much for playing, and for the detailed comment! I'll note all that down for fixing after the jam is over. The limited time did not help me here, lmao. Will check your entry out too!

Submitted(+1)

my final score was 6
and i fought hard not to go into the negatives >:(
that said ,i love the concept, especially the early parts being able to hit you and i like the wave mechanics

Submitted(+1)

Am I an advertise now?

Good job ;) Very visually and Mechanically interesting to say the least. :)

Submitted(+1)

Is there a virtual trophy for lowest scare? LMAO. I'll agree with what everyone said about the difficulty but that can be overlooked given the fact that there are no lives (I like that!) and it's super difficult to balance game jam games imo. Absolutely loved the theme of being bombarded by ads. Felt like real life. Loved the wavy/straight line elements, felt pretty unique compared to a lot of other games in the jam. Really good concept and good execution. Well done!!

Developer

I stole the wavy and blocky lines idea from Undertale, so Toby Fox deserves the credit for that one haha. (They're just wavy and blocky instead of orange and blue since I figured the hue-shifting effects would make it hard to tell exactly what color something is.) Thank you for playing!

Submitted(+1)

I was not ready >:(

Legit game; the music and visuals rocked. The only thing I feel holding it back is the difficulty. You had the right idea to blend elements together such as dodging projectiles while also satisfying the condition of having to move, but the room of error for that stuff was just too small. The projectiles needed a bit more spacing, and/or probably a smaller hitbox on the player is needed. One other thing I've noticed that I kept failing the movement check when switching directions, so I think some buffer room is needed to help with that.

Developer

Your suggestions are super helpful. I'll do that stuff if I ever make a postjam version (which I hopefully will...) Thank you for playing!

Submitted(+1)

Got 27 on first try, got 514 points on second! ...though somehow, I got points by shooting into the void. getting hit by 'Are you ready?' was a pleasant surprise.

Really nice music & atmosphere!

Developer (1 edit)

Thanks for playing! The 'points by shooting into the void' is almost certainly from hitting enemies that haven't shown up on screen yet. I guess that's another thing I'll need to change later, haha. And 514 is about twice as high as my best score, so you did pretty well. (Virtual trophy!)

Submitted (2 edits) (+1)

Nice idea, music is super good, but I feel that I don't have a chance to avoid these bullets, so at some point I just stopped to even try. Another thing, I don't know if it was done intentionally, but those walls which gives you damage when you not move, gives you damage when you not have movement input pressed. It's quite a difference, because you can just block yourself at the bottom side of the screen and hold down arrow to avoid damage.

Developer

I'll definitely be tweaking the difficulty later! And I did actually notice the issue with the walls, just didn't have time to fix it... If it's that apparent I'll have to push it up on the todo list, lol. Thanks for playing!

Submitted(+1)

I love the visuals, attack patterns, and music! I also like how the game isn't dependent on the "lives" system where you die and have to restart, but rather a rating system so that you can play through the full game without having to restart.

Developer (1 edit)

Thanks! I did consider adding a HP meter, but it was really hard to balance and dying didn't feel fun, so I just removed it in the end haha. Was considering a 'times hit' counter at the end, but didn't have time to add it. Glad you liked the game!