Very interesting control scheme for a bullet hell game! It made it pretty difficult in addition to some of the projectiles being pretty dense, but the visuals were really cool!
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Modern K-Art: Auction House's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME | #43 | 3.120 | 3.120 |
OVERALL | #48 | 3.320 | 3.320 |
FUN | #57 | 3.080 | 3.080 |
PRESENTATION | #59 | 3.440 | 3.440 |
JUICE | #79 | 2.880 | 2.880 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
Feel, Allin1Spriteshader, Game Music Treasury, shutterstock; otherwise everything else was made by me.
Comments
Very original idea. Very hard (which is a good thing for a bullet hell I guess ^^) & very juicy.
Good job :)
Cool bullet hell game, the art and music are nice too.
I feel that the arrow/player is a little disorienting because the movement is fixed, a sphere or a square could be better.
I liked the concept of revealing the painting and the price, good game!
I love the idea of revealing the painting in the middle of a shmup!
'Now this is art'
This is an amazingly creative game. I'm glad the player get a short period of invulnerability after getting hit. At first I tried to stay in one place and let the blobs come to me, but then learned I needed to move around to different areas for splat reveal. I've never seen a game like this; what a pleasant surprise.
Cool idea. To be honest, it was too hard for me lol. I think that the player being an arrow and having a turn radius was tough for me when there are so many bullets so close together. A more instant/crisp movement with a sprite that more accurately represents the hitbox would have felt better (to me)
The art is really good and the game idea is original. Best regards!
Good hitbox, it makes the game feels more fair and the player have a really smooth movement. The game reminds me of touhou games. Didnt realize you could guess the painting so i played the whole thing without it.
The time slow ability need some improvement. It feels more difficult to control the player because the player also slows down and a bit laggy.
Overall challenging game and makes me feels like a god.
I enjoyed the game, bullet hell's are my genre of choice so always nice to try new ones.
I think that the controls took a little bit of getting used to, but were good past that. I think that the idea of adding puzzles into the game is a fun twist, however I think that you could have gone more into that aspect. As the game stands now you can easily play through without actually using the puzzle aspect at all.
Overall it is a great entry and a good time to play!
A bit hard to figure out, but the gameplay is great. The tiny player hit box makes me feel like a pro
Really cool idea! So cool that I really wanted to provide a ton of feedback, so sorry for the wall of text here, haha.
Feedback and thoughts:
I'd make the tutorial something the player can click through versus being set on a timer (unless I missed something, which is very possible!). I loaded the game, got side tracked, and then it started before I could read it and had to refresh the page. It is a lot of text, but it's also a very unique concept so I can understand the need to explain the way you did. I had to read the tutorial a second time to realize that I needed to fly through clues to choose one (my knee jerk reaction was to click them with the mouse)
I absolutely LOVED the 3d shatter effect, gave me big Symphony of the Night vibes! The bullet spread patterns, which look awesome btw, are a bit too tight to really navigate around - especially since a portion of the screen has the clues, which you don't want to hit by accident, and they come from all sides instead of simply from the top / one side like a more traditional bullet hell game.
I think a way to improve this would be to have the bullet generators appear in "waves" from the top with more predictable patterns to navigate.
Another possibility is to allow the player to shoot and destroy them, and have the enemies then drop the green orbs to reveal the painting. In between waves of bullet hell, spawn a row of the guesses and have the player fly into one....then repeat a wave or two of enemies.
The bullet time is a great idea - I would recommend lowering the pitch of the in game music, zooming in the camera a bit, and adding a touch of vignette to really make that effect punch. My hardware acceleration was already on, but the suggestion on the page was a nice touch! :)
Overall I think this was really neat, and I'd love to see the concept played with more as it is truly unique. I'd would ABOSLUTELY play a more traditional "shmup" with this kind of idea! Great work!
Thank you very much for the detail reply! I'm glad you enjoyed the shatter effect! I appreciate all the positive and critical feedback - I definetely think you've got good points! Yea the tutorial part I should have been clearer that you can skip that part too and wish I had more time to polish the enemies! These were definetely things on my mind when I submitted, but I'm very glad you had fun still! Thank you for playing!
That's awesome idea, it was fun, although challenging, probably because I use keyboard.
Colliders and keyboard inputs are a bit weird, you'd need some time to get used to them.
Awesome game tho, music is really good 2 :3
Check mine when ya free :3
https://shadow-kitsune.itch.io/the-speed
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