Great pacing for difficulty and learning. Full marks on the art style. Very polished game.
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Bug Link's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #394 | 3.682 | 3.682 |
Overall | #522 | 3.697 | 3.697 |
Presentation | #758 | 3.727 | 3.727 |
Originality | #760 | 3.682 | 3.682 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player and the projectile can be linked together, so that their movement is synchronized
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
I must say, I hate bullet-hell type of games. But this one not only made me sweaty, but also gave me an option to avoid bullets by standing behind the wall. Yes, I enjoyed it in the end +)
Nice game))
Very fun game! Every new mechanic was introduced smoothly and the pacing of the whole game was good!
The controls does everything for me. So precise! Controlling the bullet almost felt innate. If there is one game I'll be rooting for this year, it's definitely this one! You did everything perfectly.
I thought the mechanic was convoluted at first, but 2 or 3 levels in it clicked and everything felt really intuitive. Honestly, the connection mechanic is superb and I absolutely love how you use it in conjunction with puzzles and action at the same time.
The only problems are the music not looping and there not being more levels, I loved the level design! Really good!
Bravo !!! Best one so far
The game looks great and was quite fun. The only thing I have to say is that the game feels like its trying to be a puzzle or an action game at the expense of each other.
If it was trying to be action based there would be no need to have a limit of 1 bullet you could have 3, 5 or 10 and control them all at once which might be pretty fun and having them being on a timer to die rather than being destroyed when they touch a wall (they could bounce instead or something).
If it was trying to be puzzle based the bullet dodging element could be handled more carefully and the bullets could be more lenient to mistakes that lead them to being destroyed which can lead to frustration through failing execution . Another thing is the current objects aren't used as puzzles too well, for example lasers can always be gotten past by destroying the single bullet it fires or by destroying the laser that firing 3 bullets. Both of those are execution based but not that thought provoking to feel as puzzles because that works as a solution every time.
Wow, thank you so much for your detailed feedback, really appreciated!
Great suggestions, we actually had a hard time committing to either puzzle or action focused gameplay. We then settled on the former, but we got a bit carried away with the action parts in the end. Also we totally overlooked those puzzle breaking "exploits", haha^^"
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