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A jam submission

Neon BarrageView game page

An aesthetically minimal, audio-synced bullet hell like nothing you've ever played before.
Submitted by WayfarerGames (@WayfarerDev), SpaceCastle (@spaacethoven) β€” 6 days, 12 hours before the deadline
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Neon Barrage's itch.io page

Results

CriteriaRankScore*Raw Score
EASY TO GET INTO#14.7194.719
AUDIO#14.7194.719
OVERALL#54.3754.375
VISUALS#74.6564.656
FUN#84.3444.344
CREATIVE#573.7813.781
THEME#853.5313.531

Ranked from 32 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?

Yes

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)
Every 10 seconds, the weapon switches between focus shot and wide spread

What was the size of your team?
2

Please credit the resources that you used during the jam (if you used any)
BulletFury, a bullet hell engine made by me
Shapes for the player and enemy graphics
Modern Procedural UI Kit to draw hexagons in the UI
Fira Sans, an excellent font
DOTween to animate things on a nice easing curve

Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://twitter.com/WayfarerDev
https://twitter.com/spaacethoven

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Comments

Viewing comments 24 to 5 of 24 Β· Next page Β· Last page
Submitted(+1)

Very cool graphics/presentation. The integration with the music is really neat, though it doesn't seem like you have any agency over it, and if there is I can't feel it (i.e. it feels like it should have rhythm game-like elements but it's all done for you instead).
The music cuts out at the boss, don't know if that's a bug or you didn't get to implement it.

Developer

Hmm, I'm not entirely sure how I'd add more rhythm- like stuff to it πŸ€”

There's a bug with the boss music, it happens when you reset the game. If you quit and open again, and get to the boss first time, you get the boss music! It's a shame, because it's a really great piece.

Submitted(+1)

The neon look of this game is really pleasing, the music is good and, gameplay wise, it has interesting bullet patterns.

Good job!

Submitted(+1)

The music and audio-sync is very nice. I wish the boss fight was a bit longer though, so I could hear more than a few seconds of its BGM!

Submitted(+1)

Really good game the audio and the visuals were great.

Submitted(+1)

Really cool game! I loved the visuals and the attacks synced really well with the music, overall great job!

Submitted(+1)

Definitely a great one! Only issues I ran into was that I was trying to use the spacebar to navigate the menu instead of enter since spacebar was for shooting, and it took me a moment to realize that my hitbox was just the center ship and I didn't have to avoid letting the bullets hit the side mini ships lol. I can probably get a better highscore later if I play it while I'm not also working =P

Submitted(+1)

Great game! I really loved the audio and the game was really easy to get into. Gameplay is pretty satisfying. Art looks really nice and bullet patterns are amazing. I really look forward to see what will become of this, if you plan to work on it more after the game jam. Great job!

Submitted(+1)

The retry button was hit many times on this one, for many reason. First, the music, who wouldn't want to hear that banger over and over again? Then the gameplay, it's smooth, fun, satisfying, and the difficulty is top notch. It really make me want to get better by trying over and over again. It's very addictive. The art, while simple, is nice to look at, and all bullets are well defined, so it's never confusing. Overall great game! Congrats!

Submitted(+1)

I would put quarters in this arcade machine! My favorite bit was noticing that enemies died and generated the sound effect in time with the music :) Agreed that the theme application is a little loose but the project is super solid.

Submitted (1 edit) (+1)

I was really interested in playing your game from watching the progress updates you posted on the Discord, so I'm so glad it was Mac-available. 

I love the aesthetic! It looks fantastic despite the simplicity of the shapes (which gives me hope that I can make a game look good despite my complete lack of artistic ability). 

The audio synchronization is too cool and something on my bucket list to try doing myself. I saw sometime on the Discord you mentioned a little bit about how you set up the project with a BPM from the get-go to facilitate it—I'm really curious about how that all works.

Developer(+1)

I'm glad you enjoyed it! 

Here's some code for you for the audio sync stuff - it's pretty straightforward, feel free to ask any questions:

public class IntEvent : UnityEvent<int>{ }
public class AudioBeatManager : MonoBehaviour
{
    [SerializeField] private float bpm;
    private float _secPerBeat;
    public float TimeBetweenBeats => _secPerBeat;
    private int _currentBeat = 0;
    private float _timer;
    [SerializeField] private IntEvent onBeat;
    public IntEvent OnBeat => onBeat;
    public event Action<int> OnBeatEvent;
    private float _initialPower;
    private float _startTime;
    public float DspTime => (float) AudioSettings.dspTime - _startTime;
    private void Awake()
    {
        _secPerBeat = 60f / bpm;
    }
    private void OnEnable()
    {
        _startTime = (float) AudioSettings.dspTime;
        _currentBeat = 0;
    }
    private void Start()
    {
        _timer = 0;
    }
    public void SetBPM(int newBpm, bool resetCurrentBeat = false)
    {
        bpm = newBpm;
        _secPerBeat = 60f / bpm;
        if (resetCurrentBeat)
            _currentBeat = 0;
        Start();
    }
    public void DoReset()
    {
        bpm = _originalBpm;
        _secPerBeat = 60f / bpm;
        Start();
        _currentBeat = 0;
        _startTime = (float) AudioSettings.dspTime;
    }
    void Update()
    {
        // new beats
        var beatsElapsed = (int)(DspTime / TimeBetweenBeats);
        var lastBeatTime = beatsElapsed * TimeBetweenBeats;
        var timeSinceLastBeat = DspTime - lastBeatTime;
        if (beatsElapsed > _currentBeat)
        {
            // a beat gone done did do happen
            // account for this frame being a little bit past the beat!
            _timer = timeSinceLastBeat;
            ++_currentBeat;
            if (Time.timeScale == 0)
                return;
            OnBeat?.Invoke(_currentBeat);
            OnBeatEvent?.Invoke(_currentBeat);
        }
    }
}

I've stripped out a couple of things you wont need, so if there are any errors let me know what they are xD it's probably because I've taken something important out ;) 

Submitted(+1)

Thanks so much! I'll definitely be trying this out as the next thing I do. 

And I love your comments—I can tell you're a pro :P

// a beat gone done did do happen
Submitted(+1)

[Played the post-jam version of the game] This game feels professional in every aspect of it. Visuals are simple, but super dope. SFX are really satisfying, and as a SFX designer myself, I'd said you nailed it, everything feels satisfying to shoot and destroy. Also, that player hit feedback is honestly one of the best ones I've seen, you gotta teach me how to do that ^^ I see that you used DOTween for animations, I did it as well for my project XD (it's nice when you leave the Unity's animator hell)
Really, really nice stuff.

Developer

thanks for the kind words! All credit for the sfx goes to Space Castle - they did an absolutely spot on job with it.

It's a fairly simple-ish shader for the screen effect, mostly used the theory from this tutorial, but instead of changing UVs it does a "one minus" operation on the colour ☺️ 

Submitted(+1)

Smooth Controlls, simple but well polished graphics. Loosely incroporated the Theme but damn its polished as heck!

Submitted

The interface doesn't work on the PC

Developer

you can't click things with your mouse - you need to use WASD/Arrow keys + enter to navigate. Basically, ignore your mouse and you'll be fine πŸ˜…I wanted to give it a more old-school shmup feeling! It'll also work with any gamepad you have around.

Submitted(+1)

ОК

Submitted(+1)

movement feels a bit slugish and took me a while to realize I was allowed to move past the blue lines. Other than that good game. 


Too bad it doesn't have a wasm build, would've loved to quickly insert some highscores and I'm too lazy to install a http sniffer :P

Submitted(+2)

I fricking love this game! It's so unbelievably polished that I could play it all night :P The sfx, music, graphics aaaa everything is so nice. I just found one small bug, if you click the mouse in the menu, the game unselects the button and it softlocks until I restart it.

I very very much enjoyed this game, currently one of my favorites in this jam, thank you for the bullet hell engine as well! :)

Submitted(+1)

0/10 yellow things that drop when enemy dies AREN’T coins
kidding aside this is 11/10 - extremely replayable, beautiful graphics, and I also loved the sounds & music

Submitted(+1)

Epic game, but has a few bugs which I already explained in discord.
And it only has 1 level :(

Submitted(+1)

It was fun and complete. There might be a bug in the menus where clicking prevents you from using the key inputs to use the menu.

Submitted(+1)

i have no words... I just loved everything <3 GJ n GL!

(+1)

Excellent audio/visual experience with a fun burst chaining-like system. An option to turn bloom off of the bullets would be appreciated.

Viewing comments 24 to 5 of 24 Β· Next page Β· Last page