I just love it, the music is dope, the sounds are great (I love the menu sound, even if it doesn't loop well) the start of the music synced with the animation just gets me so excited each time! The art is gorgeous, the enemies are so well design, it's fun from start to finish (that cat is hard tho). It has some bugs but it's so good I can forgive it x)
Play game
RED BUMBLEBEE GAIDEN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
AUDIO | #4 | 4.433 | 4.433 |
VISUALS | #6 | 4.667 | 4.667 |
OVERALL | #15 | 4.200 | 4.200 |
FUN | #30 | 4.100 | 4.100 |
EASY TO GET INTO | #93 | 3.900 | 3.900 |
CREATIVE | #164 | 3.067 | 3.067 |
THEME | #268 | 2.000 | 2.000 |
Ranked from 30 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
What was the size of your team?
5
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://twitter.com/___denki
https://twitter.com/Janeator/
https://twitter.com/Player_Unknown8
https://bagingi123.bandcamp.com/
https://730.itch.io/
Comments
Wow this is awesome. Dripping with style and polish. Everything felt so fun and responsive. I did have an issue after the first boss, we died at the same time and the game never continued on. But didn't happen second time around. 5 stars guys, awesome work.
Heyho! Really well done, I think hardcore shmup fans will enjoy your game a lot! Production values are spot on, too.
Great job! Stay funky,
Dez
Amazing presentation and music !
Feels really polished, the sprites have an awesome design to them, the music is a total banger, and i like the "battle the kaiju at sea before they reach the city... again" theme ^^ overall the game feels quite solid already as is
The difficulty is kinda insane, i kept dying so often that if this were an actual arcade machine you'd be swimming in quarters (more likely i couldn't really affoard the amount of credits i used XD) so i'm thankful you made them unlimited for the jam
But i still had a good time though, and i also like you went out of your way to make the actual aspect ratio of a vertical shmup it's a nice touch.
One small issue i encountered (but i think it's probably cause of the jam's time) is that when you choose no on the continue screen the game seems to freeze,
and i think i had a bug but it only happened once so i'm not sure what caused it, when reaching the frog boss, after beating him(while dying often) the game kept running and could move and shoot, but it didn't continue to the cat boss.
Other than these, its a cool game, good job to your whole team :)
Really enjoyed playing! Great art and amazing audio. Retro shoot 'em up vibes were just cherry on top. Had a lot of fun playing. One of the best games of the jam, in my opinion. Great job!
Great art and music. Gameplay was really satisfying and very polished. I had some issues with the difficulty, but thanks to continues I could still finish the game. It was a fun experience, one of the best games I played this jam :)
Love the art style and great music. Support for Linux and Mac is a nice touch. With a little more polish this game can be amazing
I like this game a lot! The music slaps, the effects are great and your visual style makes it a complete joy to play. Kinda hard to get into for me personally as there were so many different control schemes used in this jam, but that's just a minor thing. Simple idea well executed. Nice work :)
Really liked the graphics and music! The game is very straight-forward and easy to get into, and the patterns are fun enough to get around. Quite simple, but very well executed. Such a shame that you didnโt have time to implement the JAM mechanic! Looking forward to the polish update, good job :)!
Excellent entry, really well-executed. The team (wow there are a lot of you) is clearly pretty experienced! I don't really have much to say. It was clean, polished, not particularly creative or anything but really didn't need to be.
A few minor points:
- the ui is really small. I didn't even notice that I had a score for a LONG time!
- needed a bit more juice when the player gets hit I felt
- mechanically it's really straightforward, there didn't seem to be any strategy to playing for score - which is something I like about games like this. I get that it's a jam game and there's not much time for this sort of thing, though!
Really solid entry. Not going to win any awards for creativity, but doesn't need to xD also, I LOVE how much stuff there is to shoot. A lot of the entries seem to miss a trick here. Fill that screen with popcorn!
Thank you for your comment!
I initially thought it out with a more interesting score system, with a timer mechanic where you had 10 seconds before you died, and you could pick items up to refill it, but you would have a score multiplier inversely proportional to the amount of time left, rewarding risky play. Was halfways implemented but I didn't have time to add the actual pickups so I just dropped the mechanic altogether. The score itself seems to be bugged too, with enemies giving out score multiple times after dying, so right now the score is little more than an afterthought.
Pretty decent shmup with awesome visuals & nice music. Mechanically it does feel a bit too barebones, definitely missing an on screen shot limit and some kinda bomb mechanic, but overall it's a fun time. I have some gripes about game feel (lack of bullet impact splash sprites, enemy/player shot hitboxes feel too small, player shots feel a bit small, explosions barely cover enemy sprites) and level design (there doesn't seem much of a flow to how the enemies spawn and attack, maybe I need to play more and get in the right rhythm tho) but I'm sure most if not all of that comes from the jam deadline
Thank you for your very detailed comment! Definitely the deadline affected many of these elements.
There are actually player shot hit effects that exist but went unimplemented (also didn't get to make/get a handful of SFX, including player shot hit). Never planned for a bomb mechanic but I was going to add powerup pickups, and also considered having a special attack tied to the timer (which also went unimplemented), so it'd dry down the timer in exchange for big attacks.
I did get some complaints while devving about the enemies looking like they just magically disappear due to the way the explosion worked but we didn't consider just making it bigger, I'll take that in mind, maybe spawn several if making another or multiple explosion anims is too much.
As for the hitboxes not sure what to do. The player shot hitbox takes up a bit more than the whole sprite while the enemy bullet hitboxes tend to be a little circle in the center, felt fine to me but they're definitely not that well thought out.
The stage design and layout is the result of putting together ended some patterns I had + some new ones I had to make while dying of stress, all the day before the jam ended, so definitely some of it might feel pretty haphazard. I'm planning to rearrange it into something more sensible for the update. I would have liked the music to guide the stage design as well but didn't have enough time to properly think that out. I also need more time studying other games, had never done that before this jam.
Multiple explosions that cover up are the way to go IMO, they always feel quite good.
I think the enemy hitboxes being so small is the problem, you wanna separate the enemy body hurtboxes and hitboxes, making the hitboxes small while keeping the hurtboxes quite large, this is the best of both worlds.
Enemy wave design is tough yeah especially on a time limit since you don't exactly have the time to do a shit ton of playtesting to make sure it flows great, but well that toaplan left to right to left pattern never fails
This is a WONDERFUL game, really, this is a favorite. Really faithful by the bullet hell genre, it's amazing in all aspects: Art is stunningly beautiful, audio is top-notch and gameplay is badass. I like that the ship has forgiving hitboxes, it's a nice quality of life detail everyone should take into account. The only real problem that I have with this game is that it sometimes lag when there's a load of bullets, but it's really optimal for a jam, great job for the team!!
Great to see a well-executed orthodox STG here! Is it just me or are they surprisingly hard to find for a bullet hell jam?
RBG is nice looking, and overall fun to play with few quirks. The music is great on its own, even though I'd have loved it more with more integration with the level design. The early stages of the boss fight can be a little bit irritating with the boss moving around the stage much faster than I can possibly follow, making it hard to deal damage, but the later stages get better. Above all, it's amazing that you managed to put all those content together!
Thank you for your words!
I would have loved music-stage integration too. Before putting the stage together I thought in fact the music could help as a guideline, but I ended up building the whole stage on Wednesday so I had no time to think it through and just put together patterns I had made in the most reasonable way I could.
The first phase of the boss does indeed have unreasonable movement, though I adjusted its HP so it takes around 20-30 seconds to kill it if you focus shot on one of the sides.
this a really awesome game and this is hard. the music is really SICK, the art, everything is great. a control info would be great cuz idk how to shoot until the boss fight. anyway this short game is awesome.
Very nice game! I really enjoyed the art direction and the tight and juicy gameplay :)
Some tiny things though: the background moves a bit too fast which is distracting, some bullet patterns are very unpredictable, and some volume settings could've been nice since my ears got blown off on start :P
Nice job guys!
Thank you!
We'll look into these for the next polish update, though as far as I'm aware the only unpredictable bullets should be single ones that are shot towards your current position, or which else do you mean? I'd love to have enough enemy variety that we're not reusing some of them for different patterns, but unfortunately we didn't have enough time for that ^^,
Nice, This plays tight! This is really good shooting game design you've got going here. Really good art style too. All around a very competent stg here in a game jam. Red Bumblebee Gaiden is a short, quick blast to play.
There's unfortunately a score bug for me (linux) that the score is not actually reset after starting a new run. The old score will carry over and you can continuously increase it.
Did you guys made everything in just seven days??? Or did you use some asset made before the jam ? Because my friend, this is impressive! Great game, to bad that is this short :(
very high-quality entry. the one problem i have is that it's hard to tell where the ship's hitbox is.
Leave a comment
Log in with itch.io to leave a comment.