Love the frantic action and gameplay! Perhaps some enemies could have some properties that would allow them to only be defeated by certain weapons?
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Mecha-D6's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #88 | 4.088 | 4.088 |
Overall | #235 | 3.931 | 3.931 |
Presentation | #361 | 4.118 | 4.118 |
Creativity | #851 | 3.588 | 3.588 |
Ranked from 34 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?
You play as a die that can roll to dodge switch their weapon
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
It seems like we had quite similar ideas! Great entry, especially considering it was made in PyGame by one person.
The game looked and felt very clean, and the effects and particles were great. The grenade launcher in particular felt really satisfying to use since it took out enemies in one hit and had that jolt of camera shake when the projectile landed. I think the small arena size was a good design decision to force the player to dodge often.
I do think most of your player projectiles could stand to travel faster. I find it’s usually less fun to make the player “aim ahead” of enemies much except for the occasional slow-but-deadly weapon like a grenade or rocket launcher. I can’t recommend enough watching the Vlambeer “The Art of Screenshake” talk if you haven’t already.
It’s a nice detail that the weapons are color coded, although I kept forgetting the numbers and colors and died while trying to peek at the sidebar. After some more time I probably would have gotten the hang of it.
I will say I’m not usually a fan of Bosca Ceoil music, but in this case your music was very well done and it worked great with the rest of your game. The visual and game design felt very much like an old arcade cabinet and the low-bit sound and music fit that aesthetic neatly. I especially liked how you added more layers on top of the music after the player beats the tutorial.
Congrats on making this in 48 hours, and keep on giving PyGame a good name!
Wow, what a blast. Presentation was spot on and gameplay was very frantic fun. Balance of the weapons in terms of damage, speed, and ammo capacity felt just right. I especially loved that the sniper rifle could be targeted so precisely. Great job!
So JUICY bro. Tried it myself after watching it on stream. Great work overall, and nice collision system made with pygame :)
Loved it!
I found your game a great use of the randomness—and dice, of course—in a way that it is just fun and not at all punitive.
And also congrats for all the juice and polish!
i love bullet hells and this is no exception, well done on the graphics and mechanics!
Really great fun! The movement and shooting feel really polished and the enemy behaviour keeps you on your toes throughout the game.
…So this is the second time I’ve seen someone with the same idea and with better polish and design. I really like this one tho because of the more variety of enemies.
Same here and knowing how great this looks, it was awesome. A few pointers tho, don’t ever set a shift key as a roll. It’s at a really bad spot and it would be more accessable at the mouse, it would also help if you either dash away or towards the mouse… But that’s just how I would do it, you do you! Good luck mate!
Polished, feels nice to shoot enemies, love the mechanic, image is nice to look at, music is very good too, can't even find anything wrong with this! Loved the game, great job!
This game is very fluid and polished, fun and engaging! I got to wave 7 before dying but this is a very solid awesome game! Great submission
Very good art and music! I like this game's weapon changing method too!
"Slay" - Twitch Chat
"vibin'" - Moog
Good pixel art aesthetic, music was repetitive but didn't distract from the gameplay loop. Fits the theme very well.
The game follows the random theme very well and the gameplay is exciting, well done!
Short, sure, but my god is it sweet. Not the first to say that forcing the player to change their guns is a brilliant design decision, so instead I wanna complement you all on those little subtleties and quality of life features you've worked in. The retro tunes, the seamlessly-integrated tutorial, that cute little particle effect when you try and fire an empty gun; not only have you created a very fun game, but you've presented it in a way that truly does it justice. Keep it up!
Congratulations on completing the jam!
I really liked the way the random guns forced me to switch up my playstyle mid-round, felt like I could never just stick to one cheesy strategy with the minigun or sniper rifle. That said, often the movement on-screen was too hectic to take my eyes off of the player and see what gun I had just acquired on the left bar. Possibly elongating the game by giving the player more ammunition so they get more locked into a play style, then a temporary breather while swapping weapons to highlight the result of the dice.
Great audio as well, the main chiptune theme fits well, I even turned it up on the main menu :)
The visuals were a little cluttered to me as I was having a hard time telling apart enemies that would hurt me if I bumped into them, bullets, and then the exploding enemies. Some color coding here would go a long way for readability at a glance.
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