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Keep Calm's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME | #55 | 3.808 | 3.808 |
CREATIVE | #116 | 3.385 | 3.385 |
FUN | #151 | 3.038 | 3.038 |
OVERALL | #160 | 3.115 | 3.115 |
EASY TO GET INTO | #178 | 3.269 | 3.269 |
AUDIO | #179 | 2.731 | 2.731 |
VISUALS | #179 | 3.038 | 3.038 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
You added some projectile or bullet in your game
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Each Room has a 10 seconds timer. At the end of the timer the player gets a buff if there's exactly one ennemi left.
The boss phases switch every 10 seconds.
What was the size of your team?
1
Please credit the resources that you used during the jam (if you used any)
https://wayfarergames.itch.io/bulletfury
Helped me a lot to implement bullets in the game.
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://www.twitch.tv/mightyblob -> French Stream
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Comments
I like the simplicity and clarity of the art and the gameplay. I would reduce the player speed and increase the player bullet's speed (doesn't feel particularly great when your avatar is faster than your bullets). Music is cool. Pretty cool vibe in general. Good Job!
Thank you ^^
Good job! Very difficult but fun!! I like the players face expressions too! xD
Thank you ^^
I like the idea of keeping one enemy alive. The only thing I don't like is that the music is the only audio in the game - some sound effects would make it a lot better.
Thank you ^^
The idea is interesting, but I think punishing player for accidentlly killing enemies is a little too much.
Visuals are minimalistic, but they work.
There could be some more feedback. It's hard to tell that you were hit.
Also part of the UI is outside of the screen.
Thank you ^^ I was thinking I could remove the timer and end the room when there's one enemy left but add some debuff.
Idea for upgrade system is pretty unique and I loved it. Visuals are really good and a bit more sound effect would it everything even better. I really enjoyed playing. Well done!
Thank you ^^
The Graphics are crisp, controlls feel good. I like the Rogue-Like Elements and the Upgrade System by leaving enemies alive.
But the game lacks a bit in the conveiance department for me. I did not know what each upgrade does - or if I wouldn't have read the Page, I would not even have known that they exist (or that I get damaged when clearing the room - or not clear it.)
Soundeffects would also greatly increase the enjoyment to "Love" the sh*t out of your enemies ;)
I really like how simple and easy it to get into the game is. I think the overall style works well, although I think I would not have added eyes on the protagonist to keep it a more minimalistic style (you could have used different shades of green to display its "emotions"). Overall, nice work :)
Thank you :D I tried shades of green at first but it doesn't stand out as much as the eyes ^^ I usually draw the sprites for my game but there I only had time for the essential parts. Granted, it gives it a weird vibe x)
I really like love the idea of choosing your power-up based on the enemy you decide to spare and getting some property relating to it. I felt like the player bullet speed was way too slow though, which made it unsatisfying. I don't think the player should walk faster than their bullets move.
I'm a bit unclear on why I was killing love. Am I the baddie?
Nice work overall, I enjoyed the game!
Thank you ^^ I hesitated to increase the bullet speed; In the end I had other issues to deal with before but I will definitely adress it if I comeback to the game ^^
The boss is the result of a sleepless night trying to craft an engaging enemy and ending up going completely off the rails x) It does not make sense story wise yet ^^ sorry
I like the game and love the music! .Would have helped if you could have a sound effect of when you hit an enemy or whenever you were hit aswell. Moreover, you had misspelt the word enemy on the tutorial which had confused me a bit but apart from that I think the rest was real good!
Thank you ^^ I tested some sound but none of them felt good ^^ I'll fix the misspell x)
I guess you only get the buff if you make sure only EXACTLY 1 enemy survives? If so, I'm not sure what the buffs are? I think I got some health back? I'm also not a fan of shooting into the direction you move.
I like the idea though, but at the moment it is just a bit confusing (granted, my game is as well :P) and clunky.
Yes ^^
There is a description on the game page for the buffs ^^
Very juicy but sometimes hard to measure the distance of shots from enemies because of the fadeout vs an effect like shrinking the bullet size. Also some language issues with tutorialization where things weren't "quite" clear until I reread it after a few attempts to play. Put an arrow on the start screen so I know to go offscreen up to start as well.
Yeah I should fix the fadeout. It really becomes a problem at the boss for me but I didn't had the time to modify it correctly.
English isn't my native language x) Could you tell me exactly what was wrong if you have the time?
I didn't thought about the arrow :D That's a great idea ^^ Thank you ^^
Great work on making this game, it just took some time to understand that i need to leave one enemy alive, maybe you can highlight the important word in the tutorial for players that are like me.
That's a great idea :D Thank you ^^
Cool concept, but a bit rough around some edges. Personally not a fan of having to move in the direction you want to shoot in. Still, a creative entry, good job!
Thank you ^^ I wanted to restrict the shot direction but couldn't find a more subtle way to do it ^^'
Nice game. Though, it feels a little bit clunky by shooting bullets in the direction of the player's movement, or am I missing something about controls of the game?
I agree but I needed to make it difficult not to kill an ennemi and it allows me to stop the player from shooting the boss by making him move. Plus I love minimalistic controls ^^ But there is probably a better way to do this.
keep calm? i dont think so hahaha
You're lucky I didn't had time to make the pink ennemi taunt you in french while you try to kill him x)
Bit hard for me, but everything else is pretty good
Thank you ^^
The game mechanic is quite unique, but hard to get at first. I died several times to realize I need to let one enemy alive, then I understand the title lol. Maybe rephrase the tutorial a little?
I noticed a bug in the tutorial level that you can shoot to the lower door and the bullet will come from the above one. I thought it was a feature at first and I think that would be fun in a way too if we have that for left and right.
Another thing I haven't figured out is what is the bonus... I assume it should make my bullets stronger but I didn't notice that. maybe a clear explanation of what ability you get would be helpful.
But all in all an interesting game, the control is very smooth, I'd like it if there are more sfx but consider the time limit it is good enough!
Thank you ^^ I noticed the bug in the tutorial room but have no idea why it happens and it didn't break the game so I didn't fix it.
The bonus are hidden on purpose to let the player figure out what they do and try different buffs. But I think I'll add a description of each on the game page ^^ (3 orange is OP :P )
I thought about adding sfx but nothing I tried felt enjoyable.