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Bullet Catcher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1303 | 3.325 | 3.325 |
Creativity | #1420 | 3.600 | 3.600 |
Overall | #1457 | 3.450 | 3.450 |
Presentation | #1805 | 3.425 | 3.425 |
Ranked from 40 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?
reversed bullet role - now you need to catch a bullet to damage the enemy.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
It's short, but what's there is pretty neat. It's a fun take on the bullet hell genre, and I liked it.
Yo, a couple of things:
-Music would have really added onto the experience. On next jams try either collabing with a musician or using free online music (Kenny is a good website I think) if you don't want to make the music yourself.
- It seems like you are using Unity right? For WebGL you *must* set the compression format on Publishing Settings to "DISABLED" not Brtoli, "DISABLED"; that way you don't have to set the game as a development build.
(if you need help changing this setting my discord is galse22)
Thanks for advice! I unity dev about 7 years, but really rarely use WebGL, i try it
Took me a moment to get the hang of it, but it was fun! I appreciate the inclusion of the save points. Boss fight was cool too!
Very addictive game, liking the concept and art, good job!
Nice idea, felt really intimidated by the boss room but felt kinda bad when I cheesed it by staying in a corner and catching his bullets without risking anything :')
Really enjoyable! Great job C: regarding what you wrote on the end, I honestly didn't notice that the game was incomplete, it was very nice.
Love the art, died after winning though lol
Awesome concept
Really fun game! I didn't understand how I was damaging enemies at first, I thought my bullet-catching thing was also damaging enemies. I think that could be clearer with just a visual effect that the enemy was getting hurt. That way I wouldn't be confused what is damaging the enemy. Other than that tho, I thought the map was fun. I enjoy bullet hells so this was a very nice take on it.
Great concept and really fun to play! The sfx and the art style meshed really well. The only thing i could suggest would be a way to show that the enemies are taking damage. But overall this is great for 42 hours.
Great concept and really fun to play! The sfx and the art style meshed really well. The only thing i could suggest would be a way to show that the enemies are taking damage. But overall this is great for 42 hours.
That was a neat idea. I only wish there was some animation to show the player how catching bullets is damaging the enemies. Other than that - well done!
Fun, and a good concept! Great job!
this was a cool concept, I liked the sfx and movement was smooth. the color code for the bullet was off though, or maybe I just didn't understand the 'yep' and 'no' panel? the enemy variety was also nice, really good game and take on the concept. 👍🏽
Nice take on the theme. Feels nice to play, and sounds give more life to the game.
I like the mechanics in this game, having to catch the bullets but also having to avoid the pink bullets at the same time added a good range of challenge and difficulty, the game would have benefited from some music but I enjoyed the retro visuals and sfx.
well planned game, the art is cohesive with the game, the mechanic is fun
Thanks!
The concept is pretty dope to be honest. Although it would have been cool to have a bit more imersion with maybe music or something like that, but I cannot blame you since the Jam was only 2 days. It gets hardly as good as this, good job !
Thanks!
That was really fun! I enjoyed the difficulty progression and the boss fight was great!
Thanks!
A cool take on the theme! The visuals fit together really nicely!
Thanks!
Really nice mechanic! I will say theme wise and mechanically it mainly feels like I'm just parrying with a different look, but that's okay.
The difficulty spike at the end felt great, I died and immediately wanted to try again which is awesome. I'd suggest setting the respawn point back to the start of the game, adds more weight to the boss fight and incentivises players to improve in the rest of the level. Something to consider.
But yeah, boss fight super fun, if a little easy to cheese one you figure out you can just stand in a safe position and time your left clicks.
A little more polish on the audio and animations would be lovely, but in 48 hours this is a real impressive. Great work!
Yep, there is never enough time for jam. Thanks for feedback!